The surest blow is delivered from the shadows. None know this better than the Daughters of Khaine, they who have drenched the canyons of Ulgu in the blood of countless trespassers and would-be despoilers. Even as the Mortal Realms are consumed by the totality of war, the great temple-city of Hagg Nar echoes to the screams of sacrificial victims and the frenzied chanting of Witch Aelves. Morathi, the infamous High Oracle of Khaine, prepares for the most important battle she will ever fight.

Let Sigmar and Nagash shake the earth beneath the tread of colossal armies, playing out their ancient hatred upon a thousand war fronts. Let the orruks and the foul minions of Chaos indulge in primitive savagery, burning and pillaging in an aimless, mindless orgy of destruction.

In the midst of such calamity there is golden opportunity – and Morathi’s ambition transcends mere conquest.

While her enemies tear themselves to bloody shreds upon the spears and blades of their rivals, the High Oracle will play a subtler game. Deceit and deception shall be her weapons, betrayal her most potent poison.

The High Oracle of Khaine desires nothing less than the power of a true goddess, and she will let nothing stand in the way of her ascension.

Bonds will be broken, alliances will be shattered, and powerful enemies made. And when the dust settles, the fate of the Mortal Realms will be forever altered.

Morathi

The surest blow is delivered from the shadows. None know this better than the Daughters of Khaine, they who have drenched the canyons of Ulgu in the blood of countless trespassers and would-be despoilers. Even as the Mortal Realms are consumed by the totality of war, the great temple-city of Hagg Nar echoes to the screams of sacrificial victims and the frenzied chanting of Witch Aelves. Morathi, the infamous High Oracle of Khaine, prepares for the most important battle she will ever fight.

This section of Broken Realms: Morathi contains exciting new rules for open and narrative play games. You can use the rules in this section to recreate the battles that were fought when Morathi unleashed her plan to raise herself to godhood and take control of the free city of Anvilgard.

Campaign Rules

This book includes six battleplans, each based on a critical battle that was part of Morathi’s quest to become a god and extend the power of the Khainite Cult within the Mortal Realms. The rules on this page allow you to play a series of linked games that recreates the High Oracle’s monstrously ambitious plan.

THE ARMIES
This campaign is fought between two players. One player is the Morathi player and the other player is the Enemy player. The Morathi player must be able to field the following armies from the battleplans:
Priceless Bounty: Morathi’s Army
Valley of Ash and Blood: Stormcast Eternals Army
Hagganal Bay: Daughters of Khaine Army
The Inner Chamber: Daughters of Khaine Army
The Undertunnels: Ven Brecht’s Army
The Fall of Anvilgard: Insurrectionist Army

The Enemy player must be able to field the following armies:
Priceless Bounty: Slaves to Darkness Army
Valley of Ash and Blood: Slaves to Darkness Army
Hagganal Bay: Idoneth Deepkin Army
The Inner Chamber: Idoneth Deepkin Army
The Undertunnels: Beastmasters Army
The Fall of Anvilgard: Anvilgard Army

THE BATTLES
The players must fight each battle in the order in which they appear in Broken Realms: Morathi book.

CONSEQUENCES OF BATTLE
Any named characters that are slain in a battle are assumed to have been hurt but not killed, and will be fully recovered in time for the next battle. This aside, the result of an earlier battle may have an impact on subsequent battles that are fought, as explained below. If you are allowed to add units to your army, they must conform to any Unit Selection restrictions for the battleplan being used.

Priceless Bounty/Valley of Ash and Blood: No changes.

Hagganal Bay: The Morathi player can add 1 DAUGHTERS OF KHAINE unit to their army for each major victory they have won so far in the campaign. The Enemy player can add 1 IDONETH DEEPKIN unit to their army for each major victory they have won so far in the campaign.

The Inner Chamber: If Volturnos was slain in Hagganal Bay, he does not take part in this battle. If Nemmetar was slain in Hagganal Bay, he is replaced with an Akhelian King and the Bloodsurf Hunt warscroll battalion is not used. If the Enemy player won a major victory in Hagganal Bay, they can add 1 Akhelian Allopexes unit to their army.

The Undertunnels: If Ven Brecht was not slain in Valley of Ash and Blood, the Enemy player receives D3 command points at the start of the first battle round of this battle. If the Morathi player won a major victory in The Inner Chamber, they receive D3 command points at the start of the first battle round of this battle.

The Fall of Anvilgard: The Morathi player can add 1 CITIES OF SIGMAR or DAUGHTERS OF KHAINE unit to their army for each major victory they have won so far in the campaign. The Enemy player can add 1 STORMCAST ETERNALS or CITIES OF SIGMAR unit to their army for each major victory they have won so far in the campaign.

CAMPAIGN VICTORY
If one player is victorious in Priceless Bounty, The Inner Chamber and The Fall of Anvilgard, they win a total campaign victory. If one player is victorious in The Fall of Anvilgard and either Priceless Bounty or The Inner Chamber, they win a strategic campaign victory. In any other circumstances, the victor in The Fall of Anvilgard wins a tactical campaign victory.

Alternative Armies
If you don’t have all of the units or armies needed to fight a campaign, just substitute suitable units that you do have for the ones that you don’t. For example, if the player using the Morathi army in Priceless Bounty didn’t have any SACROSANCT units, they could substitute them for STORMCAST ETERNALS or DAUGHTERS OF KHAINE units they do have.

Battleplan

Priceless Bounty

Morathi’s army and the arcane warriors of the Dolorites pressed on until they at last entered the lowest depths of Varanthax’s Maw, where three bloated borewyrms slurped up huge volumes of varanite. Morathi drove forward, destroying the Chaos Warriors that guarded the borewyrms and collecting the molten realmstone in her Cauldrons of Blood. All that then remained was to escape, while ensuring that none of her Stormcast Eternal allies survived to reveal what she had done…

THE ARMIES
One player is the Morathi player. Their opponent is the Slaves to Darkness player.

Morathi’s Army
The Morathi player must use a Zainthar Kai Daughters of Khaine army. It must consist of the following units:
Morathi, High Oracle of Khaine
• 1-2 CAULDRONS OF BLOOD
• 6 other DAUGHTERS OF KHAINE units
• 2 allied SACROSANCT units

Slaves to Darkness Army
The Slaves to Darkness player must use a Slaves to Darkness army. It must consist of 16 SLAVES TO DARKNESS units.

Unit Selection
With the exception of Morathi and Cauldrons of Blood, the units in each army must conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for Varanthax’s Maw, the Eightpoints.

SET-UP
The players alternate setting up units one at a time, starting with the Morathi player. Players must set up their units wholly within their territory. The Cauldrons of Blood must be set up more than 36" from the escape edge of the battlefield. The Slaves to Darkness player can set up their units in either or both of their territories, and must set them up more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

ENDLESS HORDE
Every time a unit in the Slaves to Darkness army is destroyed, it is replaced with an identical reserve unit. At the end of the Slave to Darkness player’s movement phase, they can set up any of these units wholly within one of their territories, wholly within 6" of the battlefield edge and more than 12" from the escape edge.

ESCAPE
If Morathi or a Cauldron of Blood is within 6" of the escape edge at the end of a battle round, the model escapes: remove it from play.

BATTLE LENGTH
The battle continues until Morathi and all Cauldrons of Blood have either been destroyed or have escaped.

GLORIOUS VICTORY
The Morathi player wins a major victory if Morathi and at least 1 Cauldron of Blood escaped and all STORMCAST ETERNALS units have been destroyed.

The Morathi player wins a minor victory if Morathi and at least 1 Cauldron of Blood escaped and any STORMCAST ETERNALS units are on the battlefield.

The Slaves to Darkness player wins a major victory if Morathi has been slain and all Cauldrons of Blood have been destroyed.

The Slaves to Darkness player wins a minor victory if Morathi escaped and all Cauldrons of Blood have been destroyed.


Battleplan

Valley of Ash and Blood

While Morathi fought in the depths of Varanthax’s Maw, on the surface a Stormcast Eternals army fought a desperate battle against a much larger Chaos force. Every moment the Stormcasts could endure would buy Morathi precious time to escape from the Eightpoints. However, as the battle began to unfold, it quickly became clear that the Stormcasts had fallen into a deadly trap.

THE ARMIES
One player is the Stormcast Eternals player. Their opponent is the Slaves to Darkness player.

Stormcast Eternals Army
The Stormcast Eternals player must use an Anvils of the Heldenhammer Stormcast Eternals army. It must consist of the following units:
• 12 STORMCAST ETERNALS units
• 3 allied MELUSAI or KHINERAI HARPIES units in any combination

Slaves to Darkness Army
The Slaves to Darkness player must choose the IDOLATORS Damned Legion keyword for their army. It must consist of the following units and warscroll battalion:
• 1 Gaunt Summoner on Disc of Tzeentch (the Eater of Tomes)
• 1-2 Chaos Warshrines
• 14 other SLAVES TO DARKNESS units
Gresh’s Iron Reapers

Unit Selection
With the exception of the Eater of Tomes, Rokar Gresh and Chaos Warshrines, the units in each army must conform to one of the types on the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for Varanthax’s Maw, the Eightpoints.

SET-UP
The players alternate setting up units one at a time, starting with the Slaves to Darkness player. Players must set up units wholly within their territory and more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

ENDLESS HORDE
Every time a unit in the Slaves to Darkness army is destroyed, it is replaced with an identical reserve unit. At the end of the Slave to Darkness player’s movement phase, they can set up any of these replacement reserve units wholly within their territory and wholly within 6" of the battlefield edge.

TERRIBLE FATE
Subtract 1 from save rolls for attacks that target STORMCAST ETERNALS units while they are wholly within 18" of any Chaos Warshrines.

BATTLE LENGTH
Starting from the third battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+, the battle ends. On any other roll, the battle continues.

GLORIOUS VICTORY
The Stormcast Eternals player wins a major victory if any STORMCAST ETERNALS units are on the battlefield and at least 1 Chaos Warshrine has been destroyed.

The Stormcast Eternals player wins a minor victory if no STORMCAST ETERNALS units are on the battlefield and at least 1 Chaos Warshrine has been destroyed.

The Slaves to Darkness player wins a major victory if no STORMCAST ETERNALS units are on the battlefield and no Chaos Warshrines have been destroyed.

The Slaves to Darkness player wins a minor victory if any STORMCAST ETERNALS units are on the battlefield and no Chaos Warshrines have been destroyed.


Battleplan

Hagganal Bay

Nowhere was the battle fiercer than at Hagganal Bay. Namarti emerged from the crashing waves, skipping nimbly across slick stone. Watchtowers spat streaming arcs of shadowflame into their midst, wreathing scores in flesh-melting black fire. Reaper-bolts scythed through the mass of pale bodies, and Khinerai descended from the inky clouds in killing flocks…

THE ARMIES
One player is the Idoneth Deepkin player. Their opponent is the Daughters of Khaine player.

Idoneth Deepkin Army
The Idoneth Deepkin player must use an Idoneth Deepkin army. It must consist of the following units and warscroll battalion:
Volturnos, High King of the Deep
• 1-3 Akhelian Leviadons
• 12 other IDONETH DEEPKIN units
The Bloodsurf Hunt

Daughters of Khaine Army
The Daughters of Khaine player must use a Hagg Nar Daughters of Khaine army. It must consist of the following units:
• 16 DAUGHTERS OF KHAINE units
• 1 allied Kharibdyss
• 2 other allied SCOURGE PRIVATEERS units

Unit Selection
With the exception of Volturnos, Nemmetar, Akhelian Leviadons and the Kharibdyss, the units in each army must conform to one of the types on the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Linebreaker Unit: A unit of 1 model with a Wounds characteristic of more than 5 that is not a HERO or a MONSTER.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for the Helleflux, Ulgu.

SET-UP
The Daughters of Khaine player sets up their army first. They must set up their DAUGHTERS OF KHAINE units wholly within Daughters of Khaine territory and their SCOURGE PRIVATEERS units wholly within Scourge Privateers territory. The Idoneth Deepkin player sets up their army second, wholly within their territory and more than 12" from enemy territory.

FIRST TURN
The Idoneth Deepkin player takes the first turn in the first battle round.

LORDS OF THE SEA
Models in the Daughters of Khaine army cannot finish a move in Idoneth Deepkin territory unless they can fly. In addition, instead of making a normal move with a unit that is wholly within Idoneth Deepkin territory, the Idoneth Deepkin player can remove that unit and set it up again wholly within their territory and more than 9" from any enemy units. They can relocate any number of units in this way in each of their movement phases.

WATCHTOWERS
The Daughters of Khaine player can use this command ability in their hero phase. If they do so, they can pick 1 enemy unit that is within 18" of an objective and roll a dice. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The Idoneth Deepkin player wins a major victory if they control at least 2 objectives at the end of the battle.

The Idoneth Deepkin player wins a minor victory if they control only 1 objective at the end of the battle.

The Daughters of Khaine player wins a major victory if they control all 3 objectives at the end of the battle and Volturnos has been slain.

The Daughters of Khaine player wins a minor victory if they control all 3 objectives at the end of the battle and Volturnos is on the battlefield.


Battleplan

The Inner Chamber

The Bloodsurf Hunt of King Nemmetar led the charge through the shadowed halls of the First Temple, his Allopexes tearing a swathe through the Khainite temple guards. With every bite the blade-finned predators became more frenzied, but their bloodscent remained impeccable – they led Nemmetar and the High King straight to the great doors of Khruthú. A blow from the Astra Solus splintered shadow-forged metal, and the High King’s retinue burst into the inner chamber – the very seat of Morathi’s power…

THE ARMIES
One player is the Idoneth Deepkin player. Their opponent is the Daughters of Khaine player.

Idoneth Deepkin Army
The Idoneth Deepkin player must use an Idoneth Deepkin army. It must consist of the following units and warscroll battalion:
Volturnos, High King of the Deep
The Bloodsurf Hunt

Daughters of Khaine Army
The Daughters of Khaine player must use a Zainthar Kai Daughters of Khaine army. It must consist of the following units and warscroll battalion:
Morathi-Khaine
The Shadow Queen
Vyperic Guard

REALMS OF BATTLE
This battle uses the rules for the Helleflux, Ulgu.

LOW-CEILINGED CHAMBER
Models cannot fly in this battle.

SET-UP
The Daughters of Khaine player sets up their army first. Morathi-Khaine and the Shadow Queen must be set up in reserve. All other units in the Daughters of Khaine army must be set up wholly within Daughters of Khaine territory. The Idoneth Deepkin player sets up their army second, wholly within 6" of the entrance.

FIRST TURN
The Idoneth Deepkin player takes the first turn in the first battle round.

THE RITUAL
The Daughters of Khaine player must roll a dice at the end of each of their turns. On a 1, if Volturnos is more than 3" from the Mother Cauldron, nothing happens. On a 1, if Volturnos is within 3" of the Mother Cauldron, it is destroyed.

On a 2+, all models within 6" of the Mother Cauldron are slain, with the exception of Volturnos. If Volturnos is within 6" of the Mother Cauldron, the Idoneth Deepkin player must remove him from the battlefield and set him up again anywhere on the battlefield that is more than 12" from the Mother Cauldron and more than 3" from any enemy models.

After any models have been slain and Volturnos has been moved if necessary, Morathi-Khaine and the Shadow Queen must be set up within 3" of the Mother Cauldron and more than 1" from an enemy models. Do not roll again for the Ritual after the Morathi models have been set up.

BATTLE LENGTH
The battle lasts for 5 battle rounds, or until Volturnos and Nemmetar have been slain, or until the Shadow Queen has been slain, or until the Mother Cauldron is destroyed, whichever occurs first.

GLORIOUS VICTORY
The Idoneth Deepkin player wins a major victory if the Mother Cauldron has been destroyed or the Shadow Queen has been slain.

The Idoneth Deepkin player wins a minor victory if the battle lasted for 5 battle rounds and Volturnos is on the battlefield.

The Daughters of Khaine player wins a major victory if Volturnos and Nemmetar have been slain and the battle lasted for less than 4 battle rounds.

The Daughters of Khaine player wins a minor victory if Volturnos and Nemmetar have been slain and the battle lasted for at least 4 battle rounds.


Battleplan

The Undertunnels

As the battle raged on through the streets of Anvilgard, Ven Brecht led a small, potent battleforce into the undertunnels with the aim of recapturing the Freeguild cogfort Old Firesnout. Ven Brecht had hoped to avoid confrontation with the enemy, but that proved a vain wish. Beastmasters of the Order Serpentis in thrall to Kraeth had driven their most fearsome monsters underground. As Ven Brecht’s force neared the location of Old Firesnout, the ground shook and thundering out of the darkness came many-headed War Hydras, snorting flames as they caught the scent of prey on the foetid wind.

THE ARMIES
One player is the Ven Brecht player. Their opponent is the Beastmasters player.

Ven Brecht’s Army
The Ven Brecht player must use an Anvils of the Heldenhammer Stormkeep army. It must consist of the following units and warscroll battalion:
• 1 Warden King (Loriksson)
• 1 Ironbreakers unit
Ven Brecht’s Black Watch

The Beastmasters Army
The Beastmasters player must use a Har Kuron Cities of Sigmar army. It must consist of the following units:
• 4 War Hydras or Kharibdysses in any combination

REALMS OF BATTLE
This battle uses the rules for the Charrwind Coast, Aqshy.

SET-UP
The Ven Brecht player sets up their army first, wholly within their territory.

The Beastmasters player sets up their army second. 1 unit must be set up wholly within each of their territories more than 12" from any enemy units. The remaining unit can be set up anywhere on the battlefield that is more than 12" from any enemy units (it can be set up in Ven Brecht’s territory).

VEN BRECHT AND LORIKSSON
Both Ven Brecht and Loriksson are considered to be generals. Loriksson has the Slayer of Monsters command trait from the Rulers of Anvilgard table in Battletome: Cities of Sigmar. You cannot take any other command traits or any artefacts of power for Ven Brecht’s army.

FIRST TURN
The Ven Brecht player takes the first turn in the first battle round.

SURPRISE ATTACK
In the first battle round, units from Ven Brecht’s army cannot run or attempt to charge.

NO QUARTER
Do not take battleshock tests in this battle.

BATTLE LENGTH
The battle lasts until one army has been destroyed.

GLORIOUS VICTORY
A player wins a major victory if their opponent’s army is destroyed before the end of the fourth battle round.

A player wins a minor victory if their opponent’s army is destroyed after the end of the fourth battle round.


Battleplan

The Fall of Anvilgard

Though outnumbered and cut off from his allies, Lord-Veritant Ven Brecht led the fight back against the insurrectionists – but he would soon face the true power seeking to conquer the City of Scales.

THE ARMIES
One player is the Anvilgard player. Their opponent is the Insurrectionists player.

Anvilgard Army
The Anvilgard player must use either an Anvils of the Heldenhammer Stormkeep army or an Anvilgard army. It must consist of the following units:
• 1 Lord-Veritant (Ven Brecht)
• 16 other units

Insurrectionist Army
The Insurrectionist player must use an Anvilgard army. It must consist of the following units and warscroll battalion:
• 12 DARKLING COVENS, ORDER SERPENTIS, SCOURGE PRIVATEERS or SHADOWBLADES units in any combination
• 1 allied Morathi-Khaine
• 1 allied The Shadow Queen
• 2 allied MELUSAI units
Kraeth’s Shadowhost

Unit Selection
With the exception of Ven Brecht, Drusa Kraeth, Morathi-Khaine and the Shadow Queen, the units in each army must conform to one of the types on the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for the Charrwind Coast, Aqshy.

SET-UP
The Anvilgard player sets up their army first, wholly within their territory. The Insurrectionist player sets up their army second. Their DAUGHTERS OF KHAINE units must be set up in reserve, and all other units in the army must be set up wholly within Insurrectionist territory and more than 12" from any enemy units.

OLD FIRESNOUT
Do not roll to see who takes the first turn in the fifth battle round. Instead, the Anvilgard player takes the first turn.

Cogfort Barrage
Starting from the third battle round, the Anvilgard player can pick up to D6 enemy units and roll a dice for each of them. If the roll is less than or equal to the number of models in that unit, it suffers D3 mortal wounds.

RESERVES
The Insurrectionist player’s reserve units arrive at the end of their third movement phase. When they do, the Insurrectionist player must set up all of them apart from the Shadow Queen wholly within Insurrectionist territory and wholly within 6" of the battlefield edge.

The Shadow Queen is kept to one side and must instead attack the Cogfort, as described next. While she is attacking the Cogfort, she is treated as being on the battlefield.

The Shadow Queen
After the Shadow Queen arrives, at the end of each combat phase the Insurrectionist player can use her to attack Old Firesnout. If they do so, they must roll a dice. The roll is the amount of damage inflicted on Old Firesnout.

Once the damage inflicted on Old Firesnout is 4 or more, it has been destroyed, the Anvilgard player can no longer use the Cogfort Barrage rule and the Insurrectionist player must set up the Shadow Queen anywhere on the battlefield more than 3" from any enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, if more Insurrectionist army units have been destroyed than Anvilgard army units and the Shadow Queen has suffered more than 3 wounds, the Anvilgard player wins a major victory.

At the end of the battle, if more Insurrectionist army units have been destroyed than Anvilgard army units and the Shadow Queen has suffered less than 4 wounds, the Anvilgard player wins a minor victory.

At the end of the battle, if at least twice as many Anvilgard army units have been destroyed as Insurrectionist army units, the Insurrectionist player wins a major victory.

Any other result is a minor victory for the Insurrectionist player.

Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The CAULDRON OF BLOOD keyword is used in following Daughters of Khaine warscrolls:

Leader, Behemoth
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The MELUSAI keyword is used in following Daughters of Khaine warscrolls:

None
Leader
Leader, Behemoth

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The SCOURGE PRIVATEERS keyword is used in following Cities of Sigmar warscrolls:

None
Leader
Behemoth
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The DARKLING COVEN keyword is used in following Cities of Sigmar warscrolls:

None
Battleline
Leader
Leader, Behemoth

The ORDER SERPENTIS keyword is used in following Cities of Sigmar warscrolls:

None
Leader, Behemoth
Behemoth

The SHADOWBLADES keyword is used in following Cities of Sigmar warscrolls:

None
Leader
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
© Vyacheslav Maltsev 2013-2021