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Path To Glory: A 40k Supplement

In the grim darkness of the 41st Millennium, there is only war. Enemies of all shapes, sizes, and allegiances plague the slowly collapsing Imperium of Man, a massive collaboration of all the human in the galaxy. Fear is as much a constant companion in this galaxy as hopelessness. But, even in this bleak far future, there are still heroes and champions to be had, men and women who have become more than themselves and stand as symbols of hope or tyranny. In this universe, they are attempting to turn away something that is a forgone conclusion: That whatever happens, you will not be missed

Path of Glory is a rules supplement designed to be used in conjunction with the Warhammer 40k tabletop game. I do not own or work for Games Workshop, Warhammer 40k, or any symbols that may or may not be withheld inside.

Objective
This ruleset is designed to be used for a period of time depending entirely on how many games you and your playgroup decide to play; personally I suggest at least eight games or so in order to get the full experience. However, dont feel like you have to be limited by any sort of constraints. With a little bit of extra managing you can play with this supplement with every game from now on, even with people who dont use it with you! The rules are simple: Obtain as many Victory and Prestige Points as possible within a given game limit (To understand Victory Points, please reference the Warhammer 40k main rulebook on their use and implementation)

Prestige Points

Prestige Points are a new type of scoring system unique to this supplement. As they are earned, they simulate your veteran troops and leaders evolving and becoming more skilled as they are exposed to the horrors of war and have tasted the sweetness of victory, or the bitterness of defeat. Who can earn Prestige Points? All models with the (Character) special rule All models chosen from the Headquarters section of the Force Organisation Chart

How are Prestige Points earned? Prestige Points may be earned in several ways. Once you begin to use the supplement, you are automatically given 4 Prestige Points to be distributed at your leisure. This is to simulate your faction attempting to put the more grizzled veterans in your army, or to lead it! They can also be earned by completing any of the following objectives (note that some objectives cannot be earned by certain models): Linebreaker: The Sergeant and his squad, or HQ, remains in the enemy deployment zone at the end of the game. The Sergeant must still be in the squad in order to obtain this Prestige Point. This does not replace the Secondary Objective of the same name. Slay the Warlord: The Sergeant and his squad, or HQ, has killed the enemy Warlord. The Sergeant must still be in the squad in order to obtain this Prestige Point. The HQ must kill the enemy Warlord in a Challenge. This does not replace the Secondary Objective of the same name. First Blood: The Sergeant and his squad, or HQ, has obtained the first Victory Point in the game. The Sergeant must still be in the squad in order to obtain this Prestige Point. This does not replace the Secondary Objective of the same name. Hold the Line!: The Sergeant and his squad, or HQ attached to a squad, have rallied their squad after falling back. If any model in the squad has a USR or piece of equipment that allows them to automatically regroup must do so twice in order to obtain this Prestige Point. Mission Critical: The Sergeant and his squad, or HQ attached to a squad, have held an objective at the end of the game. If the Sergeant and his squad or HQ have a special rule, Warlord trait, or piece of equipment that makes them scoring, then they are eligible for this Prestige Point. Last Man Standing: The Sergeant, or HQ attached to a squad, is the last model remaining. The Sergeant or HQ must survive the battle. The Sergeant or HQ may only earn this Prestige Point once per battle.

Most Valuable Warrior: The Sergeant and his squad, or the HQ, has earned the most Prestige Points for your army in a given battle. Ties between models are rolled off.

Keep careful track of what squad earns which objective, as Prestige Points do not go into a pool. A Captain should not be able to benefit from the deeds of a Scout! What can you do with Prestige Points? Prestige Points can earn you a number of benefits, making a lowly Tactical Squad Sergeant into a man rivaling the power of a Captain. You may spend one Prestige Point for a benefit: Roll 2d6 on the chart below

2D6Result 2 New Skill: Choose any of the Skill tables and randomly generate a skill from it. 3-4 New Skill: Select one of the standard Skill Tables for your Sergeant/HQ and randomly generate a skill from it. 5 Characteristic Increase: Roll again>1-3 = +1 Strength; 4-6 = +1 Attacks. 6 Characteristic Increase: Roll again>1-3 = +1 WS; 4-6 = +1 BS. 7 Characteristic Increase: Roll again>1-3 = +1 Initiative; 4-6 = +1 Leadership. 8 Characteristic Increase: Roll again>1-3 = +1 WS; 4-6 = +1 BS. 9 Characteristic Increase: Roll again>1-3 = +1 Wounds; 4-6 = +1 Toughness. 10-11 New Skill: Select one of the standard Skill Tables for your Sergeant/HQ and randomly generate a skill from it. 12 New Skill: Choose any of the Skill Tables and randomly generate a skill from it.

Characteristic Limits: However, characteristics may not be increased beyond maximum limits as shown on the characteristic profile below. If one of the two characteristics indicated by the advance roll has already reached its maximum level, you must take the other. If both have already been taken to their maximum level, you may choose to increase any other permitted characteristic by +1 instead.

Maximum Value for Sergeants: WS:7 BS:7 S:6 T:6 W:3 I:6 A:3 Ld:10

Maximum Value for Headquarters: WS:9 BS:9 S:8 T:8 W:5 I:8 A:6 Ld:10

Skills Table The Skill Tables are used to randomly determine skills earned as advances. If you roll a 2 or 12 on the chart above then you can make a roll on any of the Skill Tables on the following pages. Otherwise, your Character is restricted to specific Skill Tables depending upon their faction and whether they are a Sergeant or an HQ. Once you have picked a chart, roll a D3. Results already owned by a Character may be re-rolled.
FACTION/MODEL Black Templars Sergeant Headquarters Blood Angels Sergeant Headquarters Chaos Daemons Sergeant Headquarters Chaos Space Marines Sergeant Headquarters Dark Angels Sergeants Headquarters Dark Eldar Sergeant Headquarters Eldar Sergeant Headquarters Grey Knights Sergeants Combat, Shooting, Strength Agility, Shooting, Stealth Agility, Combat, Shooting, Stealth Agility, Combat, Ferocity Agility, Combat, Ferocity, Shooting Combat, Shooting, Stealth Combat, Shooting, Strength, Stealth Combat, Ferocity, Shooting Combat, Ferocity, Shooting, Strength Combat, Ferocity, Strength Combat, Ferocity, Shooting, Strength Agility, Combat, Ferocity Agility, Combat, Ferocity, Strength Combat, Ferocity, Strength Combat, Ferocity, Shooting, Strength SKIL TYPES AVAILABLE

Headquarters Imperial Guard Sergeant Headquarters Necrons Sergeants Headquarters Orks Sergeants Headquarters Sisters of Battle Sergeants Headquarters Space Marines Sergeant Headquarters Space Wolves Sergeant Headquarters Tau Empire Sergeant Headquarters Tyranids Sergeant Headquarters

Agility, Combat, Shooting, Strength

Agility, Ferocity, Shooting Agility, Combat, Ferocity, Shooting

Ferocity, Shooting, Strength Combat, Ferocity, Shooting, Strength

Combat, Ferocity, Strength Combat, Ferocity, Strength, Shooting

Agility, Ferocity, Shooting Agility, Combat, Ferocity, Shooting

Combat, Shooting, Strength Agility, Combat, Shooting, Strength

Combat, Ferocity, Shooting Combat, Ferocity, Shooting, Strength

Ferocity, Shooting, Stealth Ferocity, Shooting, Stealth, Strength

Combat, Ferocity, Strength Agility, Combat, Ferocity, Strength

Agility Skills 1 Dodge: This is not a saving throw. A model with this skill receives the ability to ignore hits from shooting or in hand-to-hand combat on a 6+, and is taken separately in addition to any saves for armour, cover, or invulnerable. This roll may also be taken after a Feel No Pain roll. 2 Leap: The model and his squad may leap D6 inches in addition to his normal movement. He may move and leap, run and leap or charge and leap, but he

can only leap once during the turn. A leap will take the model over any manhigh obstacle without penalty, including enemy models. In addition, the model can leap out of hand-to-hand combat at the end of any hand-to-hand combat phase without suffering any penalty whatsoever. The leap cannot be re-rolled with the Fleet USR. The leap ability cannot be used if any weapons have been fired in the same phase. 3 Sprint: The model and his squad may triple its movement rate when it moves or runs. This ability does not apply to charges or movement made in the Assault Phase. Combat Skills 1 Disarm: The model may use this skill against one close combat opponent at the Fight subphase. Roll a D6. On a roll of 4+ the enemy cannot benefit from the +1 A provided by having two close combat weapons. 2 Counter-Attack: See the USR located in the Main Rulebook for Warhammer 40k 6th Edition for details. 3 Step Aside: The model has an uncanny ability to step aside and dodge blows in hand-to-hand combat. If the model is Wounded in the Fight subphase roll a D6. On a roll of 4+the model steps out of the way of the blow and is unharmed. If this roll is used you cannot use the Dodge skill located in the Agility Skill tree. Ferocity Skills 1 Impetuous: If a model has this skill he and his squad may roll 2d6 and choose the highest for the range of their Consolidation move. 2 Rampage: See the USR located in the Main Rulebook for Warhammer 40k 6th Edition for details. 3 True Grit: The model and squad may add +1 to their Feel No Pain roll, or have Feel No Pain (6+) if they do not have one already. Shooting Skills 1 Hip-Shooting: The model is allowed to shoot even if it ran in the same turn. However, if it does so it must be done as Snap Shots. Note that it is impossible to run and shoot with a heavy weapon, even with the Hip Shooting skill. 2 Fast Shot: If a model has the Fast Shot skill he may shoot several times in the shooting phase and not just once as normal. The model can shoot as many times as his Attacks characteristic. This skill may only be used with pistols

and basic weapons. It may not be used with special or heavy weapons as they are far too cumbersome. 3 Full Auto: If the model and his squad do not move in its movement phase, they can shoot twice in the shooting phase. This includes using the Leap skill. Strength Skills 1 Hammer of Wrath: See the USR located in the Main Rulebook for Warhammer 40k 6th Edition for details. 2 Iron Jaw: If a model with this skill is hit in the Fight subphase, reduce the strength of each hit to the model suffered by 1 point. 3 Crushing Blow: If the model inflicts 2 or more hits in the Fight subphase then he may choose to exchange all hits for a single hit with a further strength bonus. The bonus equals +1 for each extra hit scored, so you could exchange 2 S4 hits for a single S5 hit, or 3 S4 hits for a single S6 hit, and so on. Stealth Skills 1 Evade: The model ducks and weaves as he moves, making him very hard to hit. The model and his squad benefit from the Shrouded USR. See the USR located in the Main Rulebook for Warhammer 40k 6th Edition for details. 2 Dive: The model and his squad can run and Go to Ground in the same turn. This can be used in conjunction with the Leap ability. 3 Infiltrate: See the USR located in the Main Rulebook for Warhammer 40k 6th Edition for details.

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