Over the following pages, you will find all the rules and content for the Path to Glory: Blighted Wilds battlepack.
Path to Glory: Blighted Wilds |
Path to Glory: Blighted Wilds | Expansion | 4 | January 2026 |
Rules Updates |
Rules Updates | Rulebook | 4 | February 2026 |
FAQ
| Q: | When creating your initial 1000-point roster, do you have to pay for individual SPELL, PRAYER or SUMMON abilities if the associated lore has a points cost? |
| A: | No. |
| Q: | During deployment, can you deploy both a regular faction terrain feature and a Landmark of Ghyran or just one of them? |
| A: | You can deploy both. |
Path to Glory Battlepack
Behind every hero of the Mortal Realms is the tale of their rise to power. In Path to Glory, you will forge the destiny of your hero and turn them into the stuff of legends.Path to Glory battlepacks allow you to play through a
campaign, a system of rules that links your battles together in an ongoing narrative. To begin with, your army will be small and untested in battle. As the campaign progresses, not only will your army grow in size but the warriors under your command will also unlock powerful new abilities that they can use in battle.
The
Path to Glory: Blighted Wilds battlepack is set in Thyria, in western Ghyran. Corruption has spread through the waters and the earth, polluting the land in unnatural ways. This relentless scourge has put a local stronghold at risk; you must now venture into the depths of Thyria, seek out the source of the corruption and purge it.
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| BUT MY ARMY LIKES CORRUPTION! Some factions, such as the Maggotkin of Nurgle and the Skaven of the Clans Pestilens, revel in disease and decay and are known throughout the realms for their wanton defilement of all things pure. Why, then, would they want to purge corruption?
For these armies, perhaps the corruption they encounter is the ‘wrong type’ - a lingering curse of undeath or nexus of Waaagh! energy, rather than good, honest rot - and their acts of‘purification’ involve replacing the corruption with their preferred contaminants, such as virulent poxes or foul-smelling effluent. Or perhaps you have an idea that would fit your army’s narrative even better! | |
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Path to Glory Roster
The bespoke Path to Glory roster used in this
battlepack (Here you can find roster

). It records your army’s progress and details your units,
faction terrain features,
enhancements and lots of other bits of information. As the campaign continues, you will need to keep your roster up to date, so it is recommended you record everything in pencil and keep an eraser to hand!
Path to Glory Battles
Once you have prepared your Path to Glory roster, you are ready to challenge other players who have a Path to Glory army. Each
Path to Glory: Blighted Wilds battleplan tells a different part of the story as your army searches for the hidden source of corruption that lies deep within the Thyrian jungle.
The Aftermath Sequence
The battles in your Path to Glory campaign are linked by the
aftermath sequence. This is a series of steps both players must complete after every battle. In the aftermath sequence, you will gain
glory points, which you can use to add units to your army, and your warriors will earn
renown points.
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| The rules in this battlepack are independent of those found in other Path to Glory battlepacks, such as Ravaged Coast and Ascension. You can pick Paths from other Path to Glory battlepacks for your units to embark on, but none of the other rules in those battlepacks are used when playing through a Path to Glory: Blighted Wilds campaign.
All the rules in the Path to Glory section of your battletome can be used in a Path to Glory: Blighted Wilds campaign. For example, you can add a HERO created using the Anvil of Apotheosis to your roster, and you can pick Paths in your battletome for eligible units to embark on. | |
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| ADVANCED RULES In addition to the Core Rules, Path to Glory: Blighted Wilds uses the following Advanced Rules: All rules refer to the Core Book (see General’s Handbook 2024-25) | |
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| While we recommend a limit of 1000 points for starting Blighted Wilds armies, if your Path to Glory group agrees to start at a different points limit, feel free to do so. | |
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Getting Started
In this
battlepack, you will start with an army that will become more experienced as the campaign progresses - but beware, your units can suffer injuries that might see them completely destroyed. Before you can start fighting battles using this battlepack, you must first complete a Path to Glory roster using the following rules. Here you can download roster

POINTS LIMIT
The suggested points limit for the units on your starting Path to Glory roster is
1000 points.
BATTLE PROFILES
The information you’ll need when building your Path to Glory roster is found in each unit’s
battle profile.
Faction
The first thing you need to do when building your Path to Glory roster is to pick your faction (e.g.
Stormcast Eternals or
Skaven). Each faction has its own warscrolls,
battle profiles and faction rules. These can be found in various publications such as a faction’s
battletome or
faction pack and online at warhammer-community.com. This
battlepack also allows you to expand your force with units that belong to the same
Grand Alliance as your chosen faction (see ‘
Adding Units’) - but be aware that only the units in your army from your faction will be able to access your faction’s battle traits,
enhancements and lores.
ARMIES OF RENOWN
You may pick an
Army of Renown when picking your faction. If you do so, you must use its faction rules. You can still include a
Landmark of Ghyran and a
Regiment of Ghyran even if the roster options do not allow it, but you cannot include any other units that are not listed in the roster options. Units in the Regiment of Ghyran do not gain your Army of Renown’s keyword.
BATTLE FORMATIONS
You can pick 1
battle formation from your faction.
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| SPEARHEAD QUICK START As an alternative to starting your Path to Glory: Blighted Wilds campaign with a fixed points limit, each player in your Path to Glory group could start with a different Spearhead army.
If you choose to do this, add your general and each unit in your Spearhead army to the general’s regiment section of your roster (if there are too many to fit, add the extras as auxiliary units) and then jump straight to picking a Path for your general! | |
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Adding Units
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| - Pick your faction.
- Pick your battle formation (if any).
- Pick a general.
- Form regiments. Each regiment has 1 HERO and 0-3 non-HERO units (0-4 if your general’s regiment).
- Add a Regiment of Renown (if any).
- Add auxiliary units (if any).
- Add a faction terrain feature or Landmark of Ghyran (if any)
- Pick your general’s Path.
- Pick enhancements, spells and prayers.
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General
You must pick
1 HERO from your faction to be your
general. Your general must be a single model, and they must lead their own
regiment. Add them to
the general’s regiment section of your roster.
Regiments
You can pick up to
4 non-
HERO units with the same faction keyword as your general to join your
general’s regiment.
You can also include up to
4 additional
regiments. To add a regiment to your roster, pick
1 HERO that has the same Grand Alliance keyword (
ORDER, CHAOS, DEATH or
DESTRUCTION) as your general to lead that regiment, then pick up to
3 non-
HERO units with the same faction keyword as that
HERO to join their regiment. A
HERO’s battle profile may say that they can be added to the regiment of another
HERO. In such cases, you can include them in that
HERO’s regiment in place of a non-
HERO unit.
Once a unit is added to a regiment, it remains in that regiment unless specific rules allow it to move to another regiment or to become an
auxiliary unit.
Regiments of Renown
Regiments of Renown are pre-built regiments, each with their own special abilities. Only
Regiments of Ghyran can be included in a
Path to Glory: Blighted Wilds campaign.
- A unit in a Regiment of Ghyran cannot be your general.
- You cannot include more than 1 Regiment of Ghyran in your army.
- Units in a Regiment of Ghyran cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
- If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Ghyran, that unit also counts as being part of that Regiment of Renown.
- Units in a Regiment of Ghyran can earn renown points and can embark on a Path.
Auxiliary Units
Auxiliary units allow you to take units from your faction without the constraints of
regiments, at the cost of potentially giving your opponent an advantage. You can add any number of units to the auxiliary units section of your roster. However, the player with the fewest auxiliary units on their roster gains 1 extra command point at the start of each battle round (if the players have the same number of auxiliary units, neither player receives an extra command point).
HEROES that have compulsory regiment options or are part of a
Regiment of Ghyran cannot be taken as auxiliary units.
Reinforced Units
When you add a unit to your starting roster, you can add it as a
reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. A unit cannot be reinforced if it has a minimum unit size of 1 or if a restriction in the notes column of its battle profile prevents it from being reinforced.
During the campaign, non-reinforced units can be reinforced as part of
the aftermath sequence.
Unique Units
UNIQUE units are heroes whose stories have already been written and who have already walked upon long and dangerous paths to ascend to greatness. A Path to Glory campaign is designed to tell the tales of unknown warriors rising through the ranks and overcoming numerous obstacles to become renowned heroes in their own right. We therefore recommend that you do not include
UNIQUE units in your campaign. However, if your Path to Glory group agrees that
UNIQUE units can be included, the following restrictions apply:
Faction Terrain Features
You can add 1
faction terrain feature (or set of faction terrain features) and 1
Landmark of Ghyran to your roster.
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| Remember, many abilities can only affect un its with a certain keyword (such as WARRIOR CHAMBER or BLOODBOUND), so while units from different factions in the same Grand Alliance may fight alongside each other, they may not be able to benefit from each other’s abilities. | |
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Paths
Your General's Path
Your
general starts the campaign with 5
renown points and the
Aspiring rank. Note this on your roster. This means that you can pick a
Path for them straight away (and 1 of the 2 Aspiring abilities for that Path).
There are 2 Paths for
HEROES and 2 Paths for non-
HERO units in this battlepack (See
Paths). Other faction-specific Paths can be found in your army’s battletome and can be picked by eligible units instead of a Path from this battlepack. You can also pick Paths from other Path to Glory battlepacks such as
Ravaged Coast. For your general to
embark on a Path, they must have the requisite keywords for that Path.
Enhancements and Lores
Enhancements
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| ENHANCEMENT TABLES When picking enhancements, you can pick a heroic trait and an artefact of power from any combination of the tables in your faction’s battletome or faction pack and the tables in this battlepack (The Pride of Thyria and Thyrian Wonders respectively). | |
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Each set of faction rules includes a number of
enhancements that can be given to units, e.g. heroic traits and artefacts of power. This
battlepack also includes themed enhancements that every army taking part in the campaign can use.
You can pick
1 heroic trait and
1 artefact of power available to your army and give them to eligible units on your roster. If there are any unique enhancements available to your faction (e.g.
Ensorcelled Banners in the Slaves to Darkness battletome), you can pick 1 enhancement from each of those enhancement tables and give it to an eligible unit on your roster.
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| Over the course of your Path to Glory: Blighted Wilds campaign, you will be able to gain additional enhancements to give to your units (see Blighted Wilds Rewards). Each time you gain an enhancement, give it to an eligible unit on your Path to Glory roster. The same unit can never have more than 1 enhancement of the same type, and your roster cannot include the same enhancement more than once.
When fighting Path to Glory battles, all the units in your army can use any 1 enhancements they have. This means that, as your campaign progresses, you will be able to field an army resplendent with an array of different enhancements! | |
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Lores
The
Arcane Tome section of your roster is your own custom spell, prayer and
manifestation lore. As your campaign progresses, you may find new
spells or
prayers to add to your Arcane Tome.
Your Arcane Tome can hold a maximum of 6 non-
SUMMON spells and/ or prayers and 3
SUMMON spells and/or prayers at any given time. Summon spells and prayers can only be added to the summon slots. Non-
SUMMON spells and prayers cannot be added to the summon slots.
All
WIZARDS in your army know all of the spells in your Arcane Tome and all
PRIESTS in your army know all of the prayers in your Arcane Tome.
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| UNIVERSAL MANIFESTATIONS When picking SUMMON spells and/or prayers, you can pick from the universal manifestation lores found at Endless Spells page. | |
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ADDING YOUR STARTING SPELLS
You can pick
up to 3 spells from
1 spell lore available to your faction and add them to your Arcane Tome.
ADDING YOUR STARTING PRAYERS
You can pick
up to 3 prayers from
1 prayer lore available to your faction and add them to your Arcane Tome.
ADDING YOUR STARTING MANIFESTATIONS
You can pick
up to 3 SUMMON spells and/or prayers from
1 manifestation lore available to your faction and add them to the summon slots in your Arcane Tome.
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| Your Arcane Tome can hold no more than 9 spells and/or prayers. Once it has 9 spells and/or prayers, if you have the chance to add another, you must remove 1 of the existing spells or prayers before you can do so. | |
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Existing Path to Glory Armies
You may already have a Path to Glory army if you have been playing a different Path to Glory battlepack such as
Ravaged Coast. If your Path to Glory group agrees, you can continue the story of your army in this campaign. If you do so, the following rules apply:
- If you already have a Regiment of Renown in your Path to Glory army, you can keep it, but remember that you cannot include more than 1 Regiment of Renown in your army.
- Your units retain any enhancements, Path ranks, abilities, battle wounds and battle scars they gained during your previous campaigns.
- Units that have already embarked on a Path can continue to progress along that Path. You can change their Path in the aftermath sequence.
- If the previous battlepack did not use renown points, each of your units that is already on a Path starts this campaign with the minimum number of renown points for its current rank.
- Your units can use any abilities that you have access to as a result of winning previous Path to Glory campaigns.
Once you have completed your Path to Glory roster, you are ready to fight Path to Glory battles. The steps to fight a Path to Glory: Blighted Wilds battle are as follows:
1. Gather Your Armies
Each player’s army consists of all of the units on their
Path to Glory roster.
2. Determine the Battleplan
In a
Path to Glory: Blighted Wilds campaign, battleplans are unlocked by fighting battles and meeting certain victory conditions to discover routes through the dense, contaminated forests of western Ghyran.
To begin your search for the source of corruption, the player whose
general has the lowest rank (see ‘
Paths’) picks either the
Thyria’s Bounty battleplan or the
Forest Fortress battleplan. These are the only battleplans that are unlocked at the start of the campaign.
In subsequent battles after the first, the player whose general has the lowest rank picks
any battleplan that you have both unlocked (see Discovering Routes bellow).
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| EQUAL RANKS If a rule says that the player whose general has the lowest rank must pick something but both players’ generals have the same rank, the players roll off and the winner picks. | |
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DISCOVERING ROUTES
Battleplans are connected by
routes through the Thyrian jungle that your warriors must discover. There are 2 types of route that can lead out from a battleplan, as shown on the battleplan map opposite:
- Thyrian paths are discovered immediately after you have fought a battle using that battleplan.
- Concealed trails are only discovered after both players have won a victory using that battleplan.
Once your warriors have discovered a route, the battleplan it leads to is
unlocked to you. If there are multiple routes leading to a battleplan, your warriors only need to have discovered 1 of them to unlock that battleplan.
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| There is a version of this battleplan map that includes checkboxes, so you can easily keep track of which battleplans you have unlocked. You can find pdf here:  | |
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3. Set up the Battlefield
The battlefield can be any size, but the recommended minimum battlefield size is
44" x 60" and the recommended minimum number of
terrain features is
8.
We recommend that the players work together to set up the battlefield to best reflect the terrain of Thyria and the battleplan being fought. If the battleplan uses
objectives, unless otherwise instructed, set up all objectives in the locations shown on the battlefield map before setting up any terrain features. In order to ensure enough space for units to move around freely, each terrain feature should be more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.
Contamination and Remediation
After determining
territories and starting with the player whose
general has the lowest rank, the players take turns to pick a
terrain feature that is outside their territory to be
contaminated.
Then, one player rolls a dice for each terrain feature on the battlefield that is not contaminated. On a 4+, that terrain feature is
contaminated.
During a battle, contaminated
terrain features can damage and debuff units from both armies. However, a canny commander can instruct their units to
remediate contaminated terrain features (see
Blighted Wilds Abilities) so that they are safe - or even a source of great power - for their own warriors.
It should be noted that
only the player whose units have remediated a terrain feature will consider that terrain feature to be remediated; the terrain feature will still be contaminated to the other player until their units have also remediated it. After all, a Plaguepack’s idea of‘remediated’ may not be very palatable to a copse of Dryads...
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| IT’S PURE TO ME! To keep track of which player considers which terrain features to be contaminated and which to be remediated, we recommend that each player places a coin or a token with 2 different faces on each contaminated terrain feature. When a player’s units remediate the terrain feature, they can flip their coin/token. | |
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Resting Units
Starting with the player whose
general has the lowest rank, each player can pick 1 unit in their army to be
resting. That unit is not used in this battle and does not count towards that player’s total points value for their army for this battle.
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| WHY REST NOW? Sometimes you may decide that it is better to rest an injured unit rather than risk them gaining further battle wounds. Or it could be part of your narrative: perhaps your general has recently been usurped and they need to spend some time recovering their damaged pride. | |
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Deployment
Use the rules for
the deployment phase in the Core Rules with the following modifications. If a battleplan has Deployment instructions, these also modify the Core Rules as described in the Deployment instructions.
Uneven Armies
Before the battle begins, both players must compare the total points values of all the units on their rosters. If the total points value of one player’s army is at least 100 points more than the
STALLED REINFORCEMENTS: It is a truism of war that large hosts can take time to fully deploy.
Declare: Pick a number of friendly units with a combined points value equal to or greater than the surplus value to be the targets.
Effect: Set up those units in
reserve as
stalled reinforcements. They have now been deployed. If any
stalled reinforcements are part of a
regiment, the other units in that regiment can still be deployed using the '
Deploy Regiment' ability.
If a player has an overwhelming force, they must take the difference between the total points values of the two armies and subtract 100 points to calculate the surplus value. For example, if the total points value of player A’s army is 1450 points and the total points value of player B’s army is 1100 points, the
surplus value would be 250 points (350-100). Player A must then use the ‘Stalled Reinforcements’ ability below in
the deployment phase before any other
DEPLOY abilities.
Stalled reinforcements can be
set up on the battlefield using the ‘Timely Arrival’ ability below.
TIMELY ARRIVAL: Reserve units arrive to swing the pendulum of battle in their general's favour.
Declare: You can use this ability from the second battle round onwards. Pick a friendly
stalled reinforcement to be the target.
Effect: Roll a dice. Subtract 1 from the roll if the target is a
HERO or a
reinforced unit and subtract 1 from the roll if the target is a
MONSTER. On a 4+,
set up the target in friendly territory, wholly within 6" of a battlefield edge and more than 9" from all enemy units. If it is not possible to set up the target, it remains in
reserve as a
stalled reinforcement.
Determine the Underdog
Whichever player has the fewest victory points is the
underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog.
SEIZING THE INITIATIVE
In a
Blighted Wilds campaign, if the player who went second in the previous battle round wins the priority roll and chooses to go first, this is called ‘seizing the initiative’.
The first time in a
Blighted Wilds battle that a player seizes the initiative, the rules for determining the underdog change: for the rest of the battle, the underdog is always the opponent of the player who most recently seized the initiative. In addition, players have access to the following ability each battle:
STRATEGIC MASTERY: In times of dire need, the greatest tacticians step forward.
Effect: If your opponent seized the initiative this battle round and you have not seized the initiative this battle, roll a dice for each command point your opponent has. For each 5+, your opponent loses 1 command point and you gain 1 command point.
Blighted Wilds Abilities
When fighting battles in a
Path to Glory: Blighted Wilds campaign, armies have access to abilities that represent the heavily vegetated Thyrian environment and the pockets of corruption being created by an unknown source.
The active player
must use the following ability each turn:
BLIGHTED WATERS: Dark maladies have cursed the waters of Thyria, spreading sickness and rot throughout the land.
Declare: Randomly pick a
contaminated terrain feature. If that terrain feature has been
remediated by your opponent’s army, pick each friendly unit within 3" of that terrain feature to be the targets. Otherwise, pick each unit within 3" of that terrain feature to be the targets.
Effect: Make a
contamination roll of D3 for each target. On a 1, inflict 1
mortal damage on the target. On a 2+, the target has
STRIKE-LAST for the rest of the turn.
In addition, each player can use the following abilities:
PURIFY THE LAND: Whether through divine intervention, arcane talent or the skilled application of cleansing serums, these warriors have purified this pocket of contamination.
Declare: Pick a friendly unit within 3" of a
contaminated terrain feature to use this ability, then pick that
contaminated terrain feature to be the target.
Effect: Make a remediation roll of D6. On a 3+:
- The target is remediated by your army for the rest of the battle and you no longer consider it to be contaminated.
- The unit using this ability gains 2 renown points
BOON OF VITALITY: Life magic blossoms in those areas that have been cleansed of corruption, filling those nearby with vim and vigour.
Declare: Pick a friendly unit that is not
in combat and that is within 3" of a
terrain feature that has been
remediated by your army to be the target.
Effect: Roll a dice and apply the corresponding effect below.
1-2: No effect.
3: Add 1 to
run rolls and
charge rolls for the target until the start of your next turn.
4: Subtract 1 from
wound rolls for attacks that target that friendly unit until the start of your next turn.
5: The target has
WARD (5+) until the start of your next turn.
6: The target can immediately use the ‘
Rally’ command as if it were your hero phase without any command points being spent. If it does so, you can make 3 additional rally rolls of D6.
Battle Length
At the end of the fourth battle round, roll a dice. On a 1-2, the battle ends. On a 3+, the battle continues for another battle round. If it continues, al the end of the fifth battle round, roll a dice. On a 1-4, the battle ends. On a 5+, the battle continues for another battle round. The battle automatically ends after the sixth battle round.
Withdrawing from Battle
During the battle, you have the option to
withdraw if the cost of fighting on seems too steep. At the start of your turn, you can withdraw if at least half of the units from your starting army have been destroyed. If you do so, all of the units in your army that are still on the battlefield are immediately removed from play but they do not count as having been destroyed. If you withdraw, your opponent wins a
major victory regardless of the victory conditions of the battleplan.
If there is anything your opponent still needs to achieve in the battle, the remaining battle rounds are played through to their conclusion. If not, the battle immediately ends.
Replacement Units and Summoned Units
From a narrative perspective,
replacement units in a Path to Glory campaign are entirely different units to the ones they are replacing. Therefore, they do not have any of the upgrades the original unit had. After the battle ends, replacement units and summoned units are not added to your roster.
Glorious Victory
Some battleplans describe the victory conditions required to win the battle, while others refer to victory points. For the latter battleplans, with the exception of
Be It Purity or Putrescence, when the battle ends, if one player has more victory points than their opponent, they win a
major victory. If the players are tied on victory points, the player whose army
remediated the most
terrain features wins a
minor victory. Any other result is a
draw.
In addition, at the end of each battle, if a player has fulfilled a specific victory condition, certain rewards can be earned (see
Blighted Wilds Rewards).
The Aftermath Sequence
Once the battle is over, both players should resolve the
aftermath sequence.
Campaign Victory
The campaign ends after one player has won a
major victory using the
Be It Purity or Putrescence battleplan. That player earns the Blighted Wilds trophy, which can be recorded on their roster, and they gain the following ability to be used in future Path to Glory campaigns.
PURIFIERS OF THE BLIGHTED WILDS: Vials of revitalising liquids are carried by your victorious warriors.
Effect: Heal (3) each friendly unit.
With the source of corruption destroyed and the saviours of Thyria cleansed in body and soul, they make ready to travel to the nearest realmgate and their next adventure. Their Path to Glory is not yet over...
Blighted Wilds Rewards
At the end of each
Blighted Wilds battle, if the relevant victory condition below was fulfilled, you and/or your opponent may receive a reward. If a reward allows you to pick an enhancement, spell or prayer, you can pick from either the tables in your battletome or faction pack or the Blighted Wilds tables in this battlepack.
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: SANITISED: Your warriors use the ritual ingredients they have recovered to great effect.
Effect: Add 1 to remediation rolls for friendly units.
Miscellaneous Reward:Choose either of the following: - Pick 1 enhancement and give it to an eligible unit on your roster.
- Pick 1 spell or prayer and add it to your Arcane Tome.
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: EXPERT GARRISON: These warriors are highly skilled at fighting front defensive positions.
Declare: Pick a friendly unit wholly within 3" of a terrain feature or objective to be the target. Effect: For the rest of the turn, add 1 to save rolls for the target while it is wholly within 3" of a terrain feature or objective.
Miscellaneous Reward:Choose either of the following: - Pick 1 enhancement and give it to an eligible unit on your roster.
- Pick 1 spell or prayer and add it to your Arcane Tome.
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. If a player wins a minor victory using this battleplan, they roll a dice. On a 1-4, they can claim either the Ability Reward or the Miscellaneous Reward. On a 5-6, their opponent can claim either reward instead.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: TACTICAL REPOSITIONING: These sure-footed warriors can shift their position at speed.
Declare: Pick a friendly unit that is not in combat to be the target. Effect: The target can move 2D6". It cannot move into combat during any part of that move.
Miscellaneous Reward:Pick 1 spell or prayer and add it to your Arcane Tome. | |
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: WYRDRON SEED: When thrown at a foe, these unassuming seeds burst open to release fast-growing and sharp-thorned vines that can entangle limbs or shred skin.
Declare: Pick a visible enemy unit within 9" of a friendly HERO to be the target. Effect: Roll a dice. On a 1-2, for the rest of the turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
Miscellaneous Reward: Pick a second unit that took part in the battle to be your favoured warriors in step 2 of the aftermath sequence. | |
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| Escort to the Wellspring Grove The player who wins a major victory using this battleplan can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: DEFIANT IN THE FACE OF DANGER: The determination of these warriors sees them brush aside the enemy’s deadliest weapons.
Declare: Pick an enemy unit to be the target. Effect: For the rest of the turn, other than the Companion weapon ability, weapon abilities for the target’s attacks have no effect.
Miscellaneous Reward: Pick 1 spell or prayer and add it to your Arcane Tome. | |
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: PROVEN SURVIVORS: These warriors have overcome some of the foulest perils that the Thyrian jungle can throw at them.
Declare: Pick a friendly unit to be the target. Effect: The target has WARD (5+) for the rest of the turn.
Miscellaneous Reward: Pick a unit in your army that took part in this battle and remove D3+3 battle wounds from it. | |
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: DAUNTLES: Brimming with self-confidence, these warriors make the first decisive move.
Declare: Pick up to D3 friendly units to be the targets. Effect: Each target can use the ‘ Normal Move’ ability as if it were your movement phase.
Miscellaneous Reward: You earn 10D6 glory points. | |
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: SPITEFUL ATTITUDE: The contempt that these warriors have for their enemies is another layer of defence.
Declare: Pick a friendly unit to be the target. Effect: For the rest of the phase, subtract 1 from wound rolls for combat attacks that target that unit.
Miscellaneous Reward: Choose either of the following: - Pick 1 enhancement and give it to an eligible unit on your roster.
- Pick 1 spell or prayer and add it to your Arcane Tome.
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: ONE WITH THYRIA: Attuned as they are to the call ofThyria, your general entreats the land’s spirits to aid them as they provide worthy tribute.
Declare: Pick an enemy HERO within 18" of your general and visible to them to be the target. Effect: For the rest of the turn, subtract 1 from save rolls and ward rolls for the target.
Miscellaneous Reward: Choose either of the following: - Pick 1 enhancement and give it to an eligible unit on your roster.
- Pick 1 spell or prayer and add it to your Arcane Tome.
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: EMPOWERED BY GHYRAN: Having stood close to a ley line surging with power, this hero has been flooded with Ghyranite energy.
Declare: Pick a friendly non- BLADES OF KHORNE HERO to be the target. Effect: If the target is a WIZARD or PRIEST, add 1 to the target’s power level for the rest of the battle. If the target is not a WIZARD or PRIEST, pick either the WIZARD (1) or PRIEST (1) keyword. The target has that keyword for the rest of the battle.
Miscellaneous Reward: Pick a unit on your roster and remove 1 of that unit’s battle scars. | |
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| If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim.
Ability Reward: You can use the following ability in your next Blighted Wilds battle: BRIARSEED BLESSINGS: Eating one of these knobbly, enierald- green buds can grant a temporary rush of strength.
Declare: Pick a friendly unit that charged this turn to be the target. Effect: Roll a D3 and apply the corresponding effect for the rest of the turn: 1: Add 1 to the Attacks characteristic of the target’s melee weapons. 2: Add 1 to the Rend characteristic of the target’s melee weapons. 3: Add 1 to the Damage characteristic of the target’s melee weapons.
Miscellaneous Reward: Choose either of the following: | |
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| Be it Purity or Putrescence The player who wins a major victory using this battleplan follows the instructions below.
You have destroyed the source of corruption and this part of Thyria is safe... for the moment. You revel in the adulation of your remaining troops, enjoying this rare moment of peace. Soon it will be time to move on, but first, your warriors have the chance to bathe in the newly purified waters and heal their wounds.
Remove D6 battle wounds from each friendly unit. Then, pick a friendly unit and remove 1 of that unit’s battle scars.
Finally, turn to ‘Campaign Victory’ to see the rewards you earn for winning the campaign. | |
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In Path to Glory, the battles you fight become the chapters of an ongoing narrative in which your army grows more powerful over time. To determine its progress, after each battle, there is a series of steps called the aftermath sequence. | | |
| The aftermath sequence should be resolved immediately after the battle, if possible, so that your opponent can see your rolls. Completing these steps will take around 5 minutes. | |
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1. Earn Glory Points
After each Path to Glory battle, you will receive a number of
glory points (GP) based on how your army fared and the size of the battle, as shown on the table below (the different
achievements are cumulative). There is space on your roster to keep track of your current glory points total.
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| The glory points you earn after each battle represent your spoils of war. They also represent the growing influence of your army and the additional resources they find at their disposal. | |
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| | Points Value of Opponent’s Army | | Achievement | <1000 | 1000- 1250 | 1251- 1500 | 1501- 2000 | >2000 | | Fought a Path to Glory battle | 60 GP | 110 GP | 150 GP | 180 GP | 200 GP | | Won a major victory | 30 GP | 40 GP | 50 GP | 55 GP | 60 GP | | Won a minor victory | 20 GP | 30 GP | 40 GP | 45 GP | 50 GP | | Your general was not slain | 10 GP | 15 GP | 20 GP | 25 GP | 30 GP |
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2. Gain Renown Points
Units in a Path to Glory army will gain 1 or more
renown points as your campaign progresses. Renown points represent the growing experience of your warriors as they survive from battle to battle. You can record each unit’s renown points on your
Path to Glory roster.
Fighting a Battle
Each unit that took part in the battle and
was not destroyed gains
D3 renown points. Each unit that took part in the battle and was
destroyed gains
1 renown point.
Favoured Warriors
Pick 1 unit that took part in the battle to be your
favoured warriors. That unit gains
D6 renown points. You cannot pick your
general.
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| Instead of picking one of your units to be your favoured warriors yourself, you could ask your opponent which unit performed most admirably in battle and, in their opinion, should be recognised as the favoured warriors. | |
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Bonus Renown Points
Units can gain
bonus renown points by using the ‘
Purify the Land’ ability during a battle.
Paths
Non-
UNIQUE units can embark on
Paths that will shape their abilities on the battlefield. Each Path has four ranks - Aspiring, Elite, Mighty and Legendary - that are unlocked as the unit gains
renown points.
Once a unit has gained 5 renown points, it earns its first
rank (Aspiring) and you can choose its Path. Each time one of your units gains a rank, it gets a choice of 1 of 2 different abilities from the appropriate step on its Path. Ranks must be earned sequentially, and once a unit has earned the Legendary rank, it does not earn any further ranks.
| RENOWN POINTS | UNIT’S RANK | | 5-14 | Aspiring | | 15-29 | Elite | | 30-44 | Mighty | | 45+ | Legendary |
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3. Manage Your Path to Glory Roster
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| Remember, you can have a maximum of 5 regiments on your roster. | |
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Promote a Hero
You can promote
1 HERO that is an auxiliary unit or is in another
HERO’s
regiment to lead their own regiment. Move that
HERO to the hero slot of a new regiment on your roster. You can then add any eligible
auxiliary units on your roster to their regiment.
Expand Your Army
In this step, you can add
1 Landmark of Ghyran to your Path to Glory roster and either add
1 new unit to your roster or
reinforce 1 of your existing units.
ADD A LANDMARK OF GHYRAN
If you do not already have a Landmark of Ghyran, you can add 1 to your roster. To do so, you must spend a number of
glory points equal to its points value (See
Set a Destiny Point Limit).
ADD A NEW UNIT
To add a new unit, you must spend a number of glory points equal to the unit’s points value. If you do so, the unit is added at its minimum unit size. You can only add 1 new unit per aftermath sequence.
If you add a new Hero to your roster and you have fewer than 5
regiments, add that Hero to the hero slot of a new regiment. If you have 5 or more regiments, that Hero must be added as an
auxiliary unit instead (if it cannot be taken as an auxiliary unit, you cannot add it to your roster).
REINFORCE A UNIT
To reinforce a unit, you must spend a number of glory points equal to the unit’s points value. You can only reinforce 1 unit per aftermath sequence.
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| You cannot add a new unit to your roster and reinforce an existing unit in the same aftermath sequence | |
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Retire Units or a Faction Terrain Feature
You can remove any units or a
faction terrain feature from your roster in this step. If you do so, you receive a number of
glory points equal to half the points value of each retired unit. Any
enhancements gained by that unit are lost. If you retire a
Landmark of Ghyran, you also receive a number of glory points equal to half its points value.
If you retire a
HERO leading a
regiment, all other units in their regiment become
auxiliary units.
If you retire your
general, you must pick another eligible
HERO on your roster to become your new general. If there are no other
HEROES on your roster (and you did not have enough glory points to recruit a new one earlier in this step), your warriors follow your general into retirement and your story ends. If you wish to continue in this campaign, you must start a new
Path to Glory: Blighted Wilds army.
Manage Enhancements
In this step, you can transfer artefacts of power from one eligible
HERO to another. You can also remove any
enhancements on your roster.
Change Your General
You can pick any eligible
HERO on your roster to replace your
general. Your general first suffers D3
battle wounds (see bellow), then move them to the hero slot of a new
regiment on your roster. Up to 3 of the units in their previous regiment can join them in their new regiment; the others must become
auxiliary units. Then, move the
HERO you picked to the general slot on your roster. You can then add any eligible auxiliary units on your roster to your new general’s regiment.
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| USURPED If you do change your general, the HERO that was previously your general retains all the enhancements that they were given. Whilst they may have been usurped from their position of power, their contingency plans mean that they did manage to retain some relics from their glory days. | |
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Change a Unit’s Path
You can pick any number of units in your army that are already on a Path and pick a new Path for them to
embark on.
To change a unit’s Path, remove any rank abilities gained by that unit from that Path, reduce that unit’s rank by 1 and reduce its
renown points to the minimum required for its new rank. Then, pick a new Path that the unit is eligible to embark on. Finally, pick 1 of the 2 abilities for each rank on the new Path up to your unit’s new rank.
For example, if your
HERO was on the
Path of the Sacrifice Master and had gained the Mighty rank, if you changed their Path to the
Path of the Thyrian Druid, that
HERO would embark on that Path at the Elite rank and their renown points would be reduced to 15. You would then pick 1 Aspiring ability and 1 Elite ability from the Path of the Thyrian Druid for that
HERO.
4. Tend to Battle Wounds and Battle Scars
During your campaign, your units may suffer
battle wounds. If left untreated, these develop into
battle scars that permanently impact a unit’s effectiveness in battle.
In this step, you must perform the following actions:
1.
Heal resting units2.
Determine battle wounds3.
Determine battle scars4.
Heal battle wounds
Heal Resting Units
Each unit that was
resting heals D6
battle wounds.
Determine Battle Wounds
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| UNTIMELY ARRIVAL Units that were set up in reserve as stalled reinforcements, were not set up on the battlefield during the battle using the ‘Timely Arrival’ ability and, as a result, were destroyed at the start of the fourth battle round do not suffer any battle wounds. Since they missed all the fighting, they are effectively unscathed. | |
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Determine Battle Scars
Once a unit has suffered multiple
battle wounds, it receives a battle scar. The severity of the battle scar is determined by the number of battle wounds a unit has, as shown below.
| BATTLE WOUNDS | BATTLE SCAR TYPE | | 5-8 | Serious | | 9-12 | Severe | | 13-17 | Critical | | 18+ | Unit succumbs to its injuries |
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The first time a unit
receives a
serious,
severe or
critical battle scar, you must roll on the appropriate
battle scar table. A unit can only ever have 1 of each type of battle scar, even if battle wounds are healed and subsequently regained.
Battle scars cannot be healed or removed unless specified in a
reward.
Once a unit has 18 or more battle wounds, it
succumbs to its injuries. Remove that unit from your
Path to Glory roster. Any
enhancements gained by that unit are lost.
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| When a HERO succumbs to injury, if they were leading a regiment, all other units in that regiment become auxiliary units. | |
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If your
general succumbs to their injuries, you must pick another
HERO on your roster to become your new general. If that
HERO is not already on a Path and has not yet gained any
renown points, they gain 5 renown points and you can pick a Path for them to
embark on at the Aspiring rank.
If there are no other
HEROES on your roster, there is no one left in command. Your warriors swiftly slip away from your encampment and your story ends. If you wish to continue in this campaign, you must start a new
Path to Glory: Blighted Wilds army.
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| In the last battle, Jimbo’s Treelord Ancient suffered 5 battle wounds. It receives a serious battle scar and Jimbo rolls on the serious battle scar table to determine the effect. Jimbo then heals 2 of its battle wounds. Although the unit now only has 3 battle wounds the effect of the serious battle scar still remains. In the next battle, Jimbo’s Treelord Ancient suffers a further 3 battle wounds, bringing the total up to 6. However, since the unit already has a serious battle scar, it does not receive a second one. | |
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Heal Battle Wounds
You can pick up to 2
HEROES on your
Path to Glory roster to attempt a healing ritual in each aftermath sequence. After picking a
HERO to attempt a healing ritual, roll a dice.
On a 1, the ritual fails and that unit becomes
drained until the end of your next battle.
Drained units cannot use the ‘
Purify the Land’ ability and cannot be picked to be the target of the ‘
Boon of Vitality’ ability. On a 2+, pick a unit on your Path to Glory roster and remove a number of
battle wounds from that unit equal to the roll.
THYRIAN BATTLE SCAR TABLES
| D6 | SERIOUS BATTLE SCARS | | 1-2 | CYCLICAL MELANCHOLY: The pressures of buttle have left these warriors cantankerous and maudlin - though, on occasion, they can still prove surprisingly inspiring.
Effect: Subtract 10 from this unit’s control score. Add 3 to the control scores of friendly units while they are wholly within this unit’s combat range.
| | 3-4 | SPLINTERSKIN: A bizarre oakflesh curse has seen these warriors' bodies grow tougher but brittle.
Effect: Add 1 to wound rolls for shooting attacks that target this unit if the attacking unit is within 12" of this unit. Subtract 1 from wound rolls for shooting attacks that target this unit if the attacking unit is more than 12" from this unit.
| | 5-6 | GRASPSPITE MUSK: These warriors’ wounds exude an odour that is irresistible to the Thyrian graspspite. In an attempt to get close to them, the imps grab at their feet - and the feet of anyone nearby.
Effect: Roll a D3 instead of a D6 when making run rolls for this unit and when this unit uses the ‘ Redeploy’ command. Each time an enemy unit in combat with this unit uses a RETREAT ability, roll a D6 instead of a D3 when determining the amount of mortal damage inflicted on that enemy unit by that ability.
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| D6 | SEVERE BATTLE SCARS | | 1-2 | AETHER-ROT: The infection deep in these warriors’ wounds has strange anti-magical properties.
Effect: Subtract 1 from casting rolls and chanting rolls for units (friendly and enemy) while they are within 6" of this unit.
| | 3-4 | ABJECT APATHY: A variant of the Shudderblight Plague has left these warriors indifferent to battle.
Effect: Ignore the effects of STRIKE-FIRST and STRIKE-LAST on this unit.
| | 5-6 | MONOMANIACAL DEFENDERS: When blood begins to flow, these warriors become fixated on defending their surroundings - as if Thyria itself has wormed into their souls.
Effect: While this unit is damaged, it cannot make pile-in moves or use commands. Add 1 to save rolls for this unit while it is damaged.
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| D6 | CRITICAL BATTLE SCARS | | 1-2 | THIN BLOOD, STOUT HEARTS: Some anticoagulating disease from nearby Aquia has damned these warriors, but those who survive are determined to fight on.
Effect: Add 1 to the Rend characteristic of melee weapons used for attacks that target this unit. Each time this unit uses the ‘ Rally’ command, you can make 1 additional rally roll of D6.
| | 3-4 | DEEPWOOD MANIA: Too long fighting in the corrupted jungles has broken these warriors; their shots are hasty and their hacking blows furious but undisciplined.
Effect: If the unmodified hit roll for an attack made by this unit is 1-4, the attack fails and the attack sequence ends. Th is unit’s combat attacks score critical hits on unmodified hit rolls of 5+.
| | 5-6 | PARASITIC CLUSTERS: Hungry, fast-spreading fungal growths cover these warriors from head to toe, seeing them shunned by their peers.
Effect: Each time this unit is set up on the battlefield as a result of a friendly ability, including during deployment, it must be set up within 1" of a battlefield edge and more than 9" from all other units.
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| Battleplan Even the most skilled of life-mages could not hope to heal the infected reaches of Thyria on their own. One must call upon the power of the land itself; various mystical roots, fungi and tubers can be used in cleansing rituals. Several clusters of such resources have been located nearby - but so too has a marauding enemy army with the same covetous intent...
THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory. INGREDIENT CLUSTERS Ingredient clusters are represented by 40mm round markers. After setting up terrain but before picking terrain features to be contaminated, starting with the player who assigned territories, each player sets up 3 ingredient clusters within friendly territory, more than 6" from all battlefield edges and more than 12" from all other ingredient clusters. They cannot be set up on any part of a terrain feature that is more than 1" tall. Ingredient clusters are friendly to the player who set them up and enemy to their opponent. DEPLOYMENT The player who assigned territories begins deployment. TWIST Both players can use the following ability: MEDICINAL FORAGING: Certain plants can be harvested for their use in curative rituals.
Declare: Pick a friendly unit within 1" of an enemy ingredient cluster to be the target. Effect: Remove that ingredient cluster from the battlefield and give the target a wildcrafting harvest token.
The following passive ability applies this battle: WILDCRAFTER’S CACHE: The contents of a forager’s pockets are treasures indeed.
Effect: If a friendly unit with a wildcrafting harvest token is destroyed, before removing the last model in that unit from play, remove its wildcrafting harvest token and set up an enemy ingredient cluster within 1" of that model.
GLORIOUS VICTORY From the third battle round onwards, at the end of the battle round, if one player’s unit has a wildcrafting harvest token and is within 1" of a friendly ingredient cluster, and there are no enemy units with wildcrafting harvest tokens within 1" of any enemy ingredient clusters, that player wins a major victory. Otherwise, at the end of the battle: - If one player has more units with wildcrafting harvest tokens, that player wins a minor victory.
- If both players have the same number of units with wildcrafting harvest tokens, the battle is a draw.
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| Battleplan An army has managed to erect an imposing, if nascent, stronghold amidst the Thyrian wilds. If they continue to fortify it, they will be able to extend their influence far across the region. Their enemies are determined to ensure that this will not come to pass.
THE ARMIES The player whose general has the lowest rank picks which player is the attacker and which player is the defender. THE STRONGHOLD The defender sets up either 1 small or medium terrain feature or 1 faction terrain feature or Landmark of Ghyran on their roster within friendly territory. That terrain feature is the stronghold. If the stronghold is not a faction terrain feature or Landmark of Ghyran, it has a Health characteristic of 12 and a Save characteristic of 4+, and it is treated as a faction terrain feature in the defender’s army ( Terrain, 1.5). The stronghold has WARD (4+) against damage inflicted by SHOOT abilities. DEPLOYMENT The player who assigned territories begins deployment. TWIST The defender can use the following ability: BOLSTER THE STRONGHOLD!: Sometimes shoring up one’s defences takes precedence over all else.
Declare: Pick a friendly unit within 3" of the stronghold to be the target. Effect: Heal (D3+3) the stronghold. Then, for the rest of the turn, the target has the FIELD REPAIRING keyword.
The defender must use the following reaction: NOT NOW, WE’RE BUSY!: These warriors are still hard at work.
Effect: Roll a dice. - On a 1-4, that ability has no effect.
- On a 5+, resolve the effect of that ability. That unit no longer has the FIELD REPAIRING keyword.
GLORIOUS VICTORY At the end of the battle, if the stronghold has been destroyed, the attacker wins a major victory. Otherwise, the defender wins a major victory.
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| Battleplan Thyria is one of the most wild and untamed regions of the Everspring Swathe. Few truly pitched battles can be fought here; instead, armies are likely to become scattered among the shifting trees and cloying undergrowth, forced to arrive piecemeal and needing to regroup.
THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory. OBJECTIVES After setting up terrain but before picking terrain features to be contaminated, starting with the player who assigned territories, the players take turns to pick a terrain feature to be a navigation landmark until there are 3 navigation landmarks. Players cannot pick terrain features that are within 9" of a battlefield edge. DEPLOYMENT The player who assigned territories begins deployment as described next. TWIST Players cannot use DEPLOY abilities other than the ‘ Stalled Reinforcements’ ability and the ‘ Innumerable Paths’ ability below: INNUMERABLE PATHS: The forests of Thyria are dense and nigh impenetrable, and those who roam amidst them are likely to become thoroughly disoriented.
Declare: Pick a unit from your roster that has not been deployed to be the target. Effect: Roll a dice. On a 1-2, set up the target unit wholly within 12" of the eastern edge and more than 9" from enemy territory. On a 3-4, set up the target unit wholly within 12" of the entry point in friendly territory and more than 9" from enemy territory. On a 5-6, set up the target unit wholly within 12" of the western edge and more than 9" from enemy territory. After you have done so, the target unit has been deployed.
GLORIOUS VICTORY Victory points are scored as follows: - Take and Hold: Each player scores 3 victory points at the end of their turn for each navigation landmark they control.
- Fortified Position: Each player scores 2 victory points at the end of their turn for each navigation landmark they control that is not contested by any enemy units.
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| Battleplan Many are the seeds that lie in the tangled undergrowth of Thyria, hoping to germinate - some potent and beneficial, some disgusting and dangerous. While seeking some of the former, an army has discovered one of the latter. Pungent slime leaks from this trembling kernel, withering whatever it touches. Perhaps if the seed were transported to enemy territory, it could be of use...
THE ARMIES The player whose general has the lowest rank picks which player uses the Western Territory and which player uses the Eastern Territory. THE ROT-SEED The rot-seed is represented by a 40mm round marker. Set up the rot-seed as shown on the map. DEPLOYMENT The player who assigned territories begins deployment. TWIST Both players can use the following ability: ‘GET IT OUT OF HERE!’: Sometimes, the simplest solution is the correct one.
Declare: Pick a friendly model within 1" of the rot-seed to be the target. Effect: Roll 2D6. If the target’s unit is not in combat, roll 3D6 instead. If the target’s unit is a MONSTER, change the lowest D6 to match the highest D6. Remove the rot-seed from the battlefield and set it up again within a number of inches of the target equal to the roll. The rot-seed cannot be set up on a terrain feature that has the ‘ Unstable’ or ‘ Impassable’ terrain ability or on any part of a terrain feature that is more than 1" tall.
GLORIOUS VICTORY At the end of the battle, if the rot-seed is wholly within a player’s territory, their opponent wins a major victory. Otherwise, the battle is a draw.
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| Battleplan Following a vicious skirmish, a party of warriors has been gravely injured. Fortunately, their fellows have heard of a glade nearby that is blessed with a spring of Aqua Ghyranis and clusters of precious healing herbs. Now they must simply reach the goal without incident...
THE ARMIES The player whose general has the lowest rank picks which player is the ambusher and which player is the escort. DEPLOYMENT The player who assigned roles begins deployment as described next. TWIST The escort cannot use DEPLOY abilities other than the ‘ Stalled Reinforcements’ ability and the ‘ Blissfully Unaware’ ability below: BLISSFULLY UNAWARE: The escorting army have no idea that they are walking into a trap.
Declare: Pick a unit from your roster that has not been deployed to be the target. Effect: Set up the target unit wholly within friendly territory and more than 3" from enemy territory. After you have done so, it has been deployed.
The escort must use the following ability in the deployment phase: INJURED WARRIORS: These ailing, flagging souls are in no position to fight their best.
Declare: Pick a friendly unit to be the target. Effect: For the rest of the battle: - The target is the casualty.
- The target has STRIKE-LAST.
- The effects of the ‘Fly’ ability do not apply to the target.
- The target cannot use or be picked to be the target of any abilities that would remove it from and set it up again on the battlefield.
GLORIOUS VICTORY At the end of a battle round, if the casualty is within 6" of the ‘Escape Route’ table edge and is not in combat, the escort wins a major victory. Otherwise, at the end of the battle, the ambusher wins a major victory.
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| Battleplan Like so much of Ghyran, Thyria is a land utterly inundated with corruption. Dark energies of all kinds have seeped into an ancient, sacred grove, and now the trees here are twisted and the air thick with doom. Rival armies both wish to use this place of power for their own purposes, but first they must brave the noxious environs.
THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory. DEPLOYMENT The player who assigned territories begins deployment. RIFE WITH CONTAMINATION Each eligible terrain feature on the battlefield is contaminated. TWIST The active player must use the following abilities each battle round: RAPID CORRUPTION: In this part of Thyria, unpurifiable contamination spreads quickly.
Effect: If there are any numbered sections of the battlefield, as shown on the map, that are not malignant, roll a dice. The numbered sections corresponding to the roll are malignant for the rest of the battle. If those sections are already malignant, roll again. If a terrain feature (including faction terrain features and Landmarks of Ghyran) is wholly or partially within a malignant section, that terrain feature is malignant. Malignant terrain features cannot be remediated.
DEATH SENTENCE: None survive this intensely toxic environment.
Declare: Pick each unit (friendly and enemy) within a malignant section of the battlefield or on a malignant terrain feature to be the targets. Effect: The targets are automatically destroyed.
GLORIOUS VICTORY At the end of the battle, the player whose army remediated the most terrain features wins a major victory. If both players’ armies remediated the same number of terrain features, the battle is a draw.
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| Battleplan Fed by corrupted, treacherous waters that have flowed from cursed Aquia, one of Thyria’s rivers has almost burst its banks and is impossible to traverse. With no ready access to boats, two armies are forced to use an old bridge to cross - but the structure is broken and dangerously close to collapse. Now they must endeavour to repair it even while holding off their rivals.
THE ARMIES The player whose general has the lowest rank picks which player uses the Western Territory and which player uses the Eastern Territory. OBJECTIVES Set up a terrain feature with the ‘ Impassable’ terrain ability as shown on the map. That terrain feature is the crumbling bridge. DEPLOYMENT The player who assigned territories begins deployment. TWIST Both players can use the following ability: DESPERATE REPAIRS: Both sides understand the importance offixing this failing bridge as swiftly as possible.
Effect: Make a repair roll by rolling a dice for each friendly unit within 6" of the crumbling bridge that is not in combat and adding the values together. Roll 2 dice instead of 1 if the friendly unit is a MONSTER. Add the repair roll to the bridge stabilisation total. Designer’s Note: The bridge stabilisation total is the combined value of both players’ repair rolls.
GLORIOUS VICTORY At the end of a battle round, if the bridge stabilisation total is 120 or higher and one player controls the crumbling bridge, that player wins a major victory. Otherwise, at the end of the battle, the battle is a draw.
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| Battleplan Despite its general verdancy, food is not easily found in Thyria. Poisonous plants abound, and the mega-insects that scuttle and slink between the trees and along the waterways are as liable to make a meal of hunters as the other way round. A force has been sent out to forage whatever they can from a promising-looking glade. Unfortunately, their enemies have had the same idea...
THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory. OBJECTIVES After setting up terrain but before picking terrain features to be contaminated, starting with the player who assigned territories, players take turns to pick a terrain feature to be a forage spot until there are 5 forage spots. A player can pick no more than 1 terrain feature within friendly territory to be a forage spot. DEPLOYMENT The player who assigned territories begins deployment. TWIST Both players can use the following ability: LIGHT-FOOTED: Your warriors must be ready to move the moment they have secured the resources.
Declare: Pick a friendly unit that is contesting a forage spot that you control and is not in combat to be the target. Effect: The target can move D6". It cannot move into combat during any part of that move.
GLORIOUS VICTORY From the third battle round onwards, at the end of a battle round: - If one player has controlled all 5 forage spots during the battle, that player wins a major victory.
- If both players have controlled all 5 forage spots during the battle, the battle is a draw.
Otherwise, at the end of the battle: - If one player has controlled more forage spots than their opponent, that player wins a minor victory.
- If both players have controlled the same number of forage spots, the battle is a draw.
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| Battleplan Even as two armies come together for battle, there are strange whispers on the wind. The nexus of jade power here demands that life be given in tribute - and worthy life at that. The precise nature of the sacrifice, however, will not be obvious until the moment arrives...
THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory. OBJECTIVES After setting up terrain but before picking terrain features to be contaminated, starting with the player who assigned territories, players take turns to pick a terrain feature to be an objective until there are 6 objectives. A player can pick no more than 1 terrain feature within friendly territory to be an objective. DEPLOYMENT The player who assigned territories begins deployment. TWIST Both players must use the following ability in the deployment phase: THYRIA THIRSTS: The natural spirits of Thyria spy those whose blood would best cleanse the earth.
Declare: Randomly determine a friendly HERO to be the target, ensuring that neither you nor your opponent know which HERO it is. The target can be a HERO in reserve. Effect: The target is your worthy hero. Designer’s Note: You could allocate each friendly HERO a number, roll a dice and keep the dice hidden under a cup until the end of the battle.
GLORIOUS VICTORY Victory points are scored as follows: - Take and Hold: Each player scores 2 victory points at the end of their turn for each objective they control.
- Tribute Offered: At the end of the battle, the worthy heroes are revealed. If a player’s worthy hero was destroyed this battle, their opponent scores 20 victory points.
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| Battleplan Ghyran’s power is cyclical, and this understanding has long informed the magics of its people. In a timeworn druidic temple, the armies have found a series of carved platforms set upon a ley line. Each has a spiral design that can be turned clockwise or anti-clockwise to channel the power of life in differing forms. Naturally, neither side agrees on the correct course of action.
THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory. OBJECTIVES Set up 4 terrain features as shown on the map. These terrain features are ley line nodes and count towards the minimum number of terrain features to be set up on the battlefield. DEPLOYMENT The player who assigned territories begins deployment. TWIST Both players must use the following ability in each of their turns: THE TURNING CYCLE: As the magical daises are twisted one way or another, the energies of the ley line are manipulated and magnified.
Declare: If a friendly HERO is contesting a ley line node, pick either each ley line node you control or each ley line node you do not control to be the targets. Effect: Pick 1 of the following effects: Align the Flow: Roll a dice for each target. On a 4+, for the rest of the turn, while each model in a unit is contesting the target, that unit’s melee weapons have Anti-charge (+1 Rend). Disrupt the Flow: Roll a dice for each target. On a 4+, for the rest of the turn, subtract 1 from hit rolls for attacks made by units while they are contesting the target.
GLORIOUS VICTORY At the end of a turn, if a player controls all 4 ley line nodes, that player wins a major victory. Otherwise, at the end of the battle: - If one player controls more ley line nodes than their opponent, that player wins a minor victory.
- If both players control the same number of ley line nodes, the battle is a draw.
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| Battleplan Even millennia after civilisation was brought to the realms, much of Thyria remains largely unexplored, and the Age of Chaos has rendered it all the wilder. In this overgrown region, slinking roots spread from landmark to landmark, binding all together. An army must seize the mother trees from which these roots originate or else join their twitching embrace.
THE ARMIES The player whose general has the lowest rank picks which player uses the Western Territory and which player uses the Eastern Territory. OBJECTIVES Set up 2 terrain features as shown on the map. Each player can set up a faction terrain feature or Landmark of Ghyran on their roster instead of the terrain feature in friendly territory. These are mother trees and count towards the minimum number of terrain features to be set up on the battlefield. DEPLOYMENT The player who assigned territories begins deployment. TWIST Both players must use the following ability in each of their turns: NATURE’S REACH: The grasping roots of Thyria assert their wild dominion.
Declare: Pick the mother tree in friendly territory or a terrain feature connected to it, then determine the 3 closest terrain features to it that are not connected to a mother tree. Randomly pick 1 of those terrain features to be the target. Effect: For the rest of the battle, the target is connected to the mother tree in friendly territory. Units contesting terrain features that are connected to a mother tree are also contesting that mother tree.
GLORIOUS VICTORY Victory points are scored as follows: - Arboreal Guardian: Each player scores 5 victory points at the end of their turn for each mother tree they control.
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| Battleplan After a gruelling odyssey through the blighted wilds of Thyria, the fount of corruption has been located: an enemy stronghold. It is from here that the foe undertakes their dire deeds to twist the lands of Ghyran to their liking. Now is the moment to rally round and put a stop to their plans - whether through the arts of purification or by the sword!
THE ARMIES The player whose general has the lowest rank picks which player uses the Central Territory and which player uses the Outer Territory. DEPLOYMENT The player who assigned territories begins deployment. RIFE WITH CONTAMINATION Each eligible terrain feature on the battlefield is contaminated. RIFE WITH CONTAMINATION Both players can use the following reaction: SEEK OUT THE SOURCE: Somewhere lies a nexus of power whose emanations have been twisted to corrupt the earth. No matter the cost, it must be found.
Effect: Roll 2D6. Subtract 1 from the roll for each terrain feature your army has remediated this battle. If the roll is lower than Lhe total number of terrain features that have been remediated this battle (by your army and your opponent’s army), the target terrain feature is the source of corruption. Once the source of corruption has been identified, this reaction cannot be used by either player for the rest of the battle.
GLORIOUS VICTORY Victory points are scored as follows: Purifiers: Each player scores 5 victory points at the end of each turn for each terrain feature their army has remediated this battle. - Lay Them Low: Each time a player’s u.ait destroys an enemy unit that remediated a terrain feature this battle, that player scores 5 victory points.
- Ultimate Purifiers: When a player’s unit remediates the source of corruption, that player scores 10 victory points.
- Dispatched: When a player’s unit destroys an enemy nnit that remediated the source of corruption this battle, that player scores 10 victory points.
- Poison Control: At the end of the battle, the player who controls the source of corruption scores 10 victory points.
At the end of the battle, the player with the most victory points wins a major victory. Any other result is a draw.
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| Path of the Thyrian Druid(HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BOUND TO THYRIA: While the land endures, so too does this hero.
Effect: Heal (1) this unit.
FOREST STRIDER: The densest forests are no impediment to this soul.
Effect: This unit can pass across terrain features as if it had FLY.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SKILLED HEALER: While the land endures, so too does this hero.
Declare: Pick either another visible friendly unit wholly within 12" of this 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: The densest forests are no impediment to this soul.
Effect: Friendly units are not visible to enemy units that are more than 12" from them while those friendly units are wholly within this unit’s combat range.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
A GHOST IN THE TREES: Many tales tell of this hero emerging without warningfrom dense foliage and plunging straight into the fray.
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 all enemy units.
SHIELD OF THORNS: When danger strikes, prickly bushes burst from the ground around this hero to impede their foes.
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 target’s melee weapons for the rest of the turn.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BOUND TO THE CYCLE: Death becomes new life - a cycle to which this hero is inextricably linked.
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 number, set up a replacement unit wholly within 3" of a terrain feature and more than 9" from all enemy units.
NEXUS OF REGENERATION: Those who fight at this hero’s side are invigorated by their vital aura.
Declare: Pick each friendly unit wholly within 12" of this unit to be the targets. Effect: Pick 1 of the following effects for each target: - Return 1 slain model to the target unit.
- If the target is not a MONSTER, Heal (D6) the target.
- If the target is a MONSTER, Heal (2D6) the target
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| Path of the Sacrifice Master(HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
WILLING SACRIFICE: This hero knows that the land will take any blood - even their own.
Effect: Add 1 to wound rolls for this unit’s combat attacks while there are no other friendly units within its combat range.
SEIZE NEW OFFERINGS: Isolated enemies make for fine gifts to the deepwood spirits.
Effect: Add 1 to hit rolls for this unit’s attacks that target an enemy unit that has no other enemy units within its combat range.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PREPARE THE GIFT: An unharmed enemy is simply one who has not yet been readied for the rite.
Effect: Add 1 to the Rend characteristic of this unit’s melee weapons used for attacks that target an enemy unit that is not damaged.
THE WILDERNESS DEMANDS: One cannot rest; always, the wilds wish for greater tribute.
Effect: If this unit did not charge this turn, it can move 3", it can move into combat.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
AN OFFERING IN KIND: As this hero offers up foes to the hungry soil, they are justly rewarded.
Effect: If an enemy unit was destroyed this turn by this unit’s combat attacks, Heal (5) this unit. If that enemy 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: A formidable enemy is merely an excuse to fight all the harder.
Declare: Pick an enemy unit in combat with this unit to be the target. Then pick 1 of this unit’s melee weapons to be the Sacrificial Weapon. Effect: For the rest of the turn, add the target’s Control characteristic, to a maximum of 5, to the Attacks characteristic of the Sacrificial Weapon, but all of its combat attacks must target that enemy unit.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
WE ALL MUST MAKE SACRIFICES...: As enemies struggle for military order, a resonant word from this hero sees them offer themselves to Ghyran.
Effect: Roll a dice. If the roll equals or exceeds the number of command points your opponent has, alter the command has been resolved, inflict an amount of mortal damage equal to the roll on the unit using that command. This unit can use this ability more than once per phase but only once per command.
LORD OF BLOOD AND BRIAR: Radiating the terror of countless sacrificed souls, this hero’s aura deeply disturbs their adversaries.
Effect: While an enemy unit is in combat with this unit: - That enemy unit has a maximum control score of 1.
- Subtract 1 from that enemy unit’s power level, to a minimum of 0.
- That enemy unit’s attacks cannot score critical hits (treat them as regular hits instead).
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| Path of the Weald-Born(non-HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BURSTING WITH VIGOUR: In the spring of their existence, these warriors seem to possess boundless energy.
Effect: Add 2 to run rolls for this unit while it is not damaged.
SACRIFICIAL FRENZY: Seeing their own blood spatter the earth inspires a battle-mania in this unit.
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: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
GREENWOAD SPIRALS: These warriors have spiralling, viridian tattoos that banish evil magics.
Effect: This unit has WARD (5+) against damage points inflicted by SPELL abilities and abilities used by MANIFESTATIONS.
GROWING WILDNESS: The more these warriors immerse themselves in battle, the more untameable the land around them becomes.
Effect: Add the current battle round number to this unit’s control score.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SURGE OF GHYRAN: These warriors have spiralling, viridian tattoos that banish evil magics.
Effect: If this unit is destroyed, before removing it from play, inflict D6 mortal damage on each enemy unit in combat with it.
THE EARTH REBELS: The more these warriors immerse themselves in battle, the more untameable the land around them becomes.
Effect: Roll a dice. You can replace 1 of the dice in that charge roll with your dice roll.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
WATCHERS IN THE GREEN: Where these warriors roam, strange faces stare out from the shadows, instilling paranoia in their foes.
Declare: Pick a visible enemy unit within 12" of this unit to be the target. Effect: For the rest of the turn, each time your opponent declares a command for the target, roll a dice as a reaction. On a 5+, unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
DANDEGRYPH BLOWBALLS: Grasping bunches of dandegryphs, with a puff of breath, the warriors release the flowers’ downy seeds in a disorienting cloud that envelops the foe.
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, for each unmodified hit roll of 1 for a combat attack made by the target, inflict 1 mortal damage on the target after the FIGHT ability has been resolved.
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| Path of the Foresters(non-HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
ARBOREAL CONCEALMENT: These warriors are experts at camouflaging themselves amongst the trees.
Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.
DEFENSIVE THICKET: These warriors keep the foe engaged but unable to leverage their full strength.
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: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FLEET-FOOTED FIGHTERS: These warriors are experts at camouflaging themselves amongst the trees.
Effect: Roll a D3. If there are no enemy units within 9" of this unit, roll a dice instead. On a 2+, this unit can move a number of inches equal to the roll. It can move through the combat ranges of enemy units but cannot end that move in combat.
BRAMBLEBARB BURSTPODS: Natural incendiary devices, the seeds of the bramblebarb can be primed to burst apart in a shower of needle-sharp spines.
Declare: If this unit did not charge this turn, pick an enemy unit in combat with it to be the target. Effect: Inflict D3 mortal damage on the target.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
VITAL SOULS: These warriors have spent so much time in the mystical wilds ofTliyria that they have become strangely inundated with life magic.
Effect: If this unit is not in combat, return up to D3 slain models to it with a combined Health characteristic of up to 12.
HUNTER’S CALL: With a trilling chirp, a member of this unit signals for the others to move swiftly and deftly in for the kill.
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: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
TRAP MASTERY: This unit is expert at employing cunning ruses and feints in order to hinder their opponents in a melee.
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 characteristic of the target’s melee weapons for the rest of the turn.
ROOTED IN THE UNDERGROWTH: Specialising in all manner of survival techniques, these warriors are difficult to shift once they clear a position.
Effect: Ignore all modifiers to save rolls for this unit (positive and negative).
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| Heroic TraitsTHE PRIDE OF THYRIA(HERO only)
BLESSED BY THE OLD MAGICS: Thyria’s ancient aetheric energies cling to this warrior - and sometimes they manifest in force.
Effect: Change the casting roll for that spell to a value of 9 that cannot be modified. If that spell is unbound, inflict D6 mortal damage on the unit that used that UNBIND ability.
GRIZZLED SURVIVALIST: A lifetime of traversing - and enduring - the Thyrian wilds has made this hero a challenging target.
Effect: Ignore positive modifiers to hit rolls and wound rolls for shooting attacks that target this unit.
RESOLUTE BUILDER: A skilled and determined artisan, this hero takes great pride in the masterworks they have raised amidst the hostile Thyrian environment.
Effect: While this unit is within 3" of a friendly faction terrain feature or a terrain feature wholly within friendly territory, this unit has WARD (5+).
ARCANE DISRUPTOR: Something in this warrior’s soul seems to disrupt the channels of magical force that run through Thyria.
Declare: Pick a MANIFESTATION within 6" of this unit to be the target. Effect: Roll a dice. On a 5+, the target is banished and removed from play.
AS STRONG AS AN IRONOAK: The more damage this hero takes, the more determined they are to hold their ground.
Effect: Add 2 to this unit’s control score for each damage point it has.
NATURAL TERROR: One look from this hero can inspire dread in even the bravest of warriors.
Declare: Pick a visible enemy unit to be the target. Effect: Until the start of your next turn, while this unit is on the battlefield, the target has a maximum control score of 1.
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| Artefacts of PowerTHYRIAN WONDERS(HERO only)
JADECURSE STAVE: Grown in a dark glade by cruel druid-folk, this gnarled weapon can banish many forms of supernatural protection.
Effect: Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks.
THORN-STUDDED GAUNTLETS: At the wearer’s whim, needle-like thorns extend outwards from these ironoak gauntlets, piercing armour and spearing exposed flesh.
Effect: Inflict 1 mortal damage on each visible enemy unit within 6" of this unit.
PRINCELING’S BOW: Arrowsfired by this glistening green bow unerringly strike their target, just as they did for the aelven highborn of old.
Declare: If this unit is not in combat, pick a visible enemy unit within 18" of it to be the target. Effect: Roll 3 dice. For each 4+, inflict 1 mortal damage on the target.
BARKFLESH SHIELD: It is rumoured that this shield was carved from the hide of a fallen Treelord.
Effect: Ignore the first damage point that would be allocated to this unit in each phase.
REVIVIFYING PHILTRE: The thick green liquid sloshing in this resinous container is bitter and unpleasant, but its curative properties are undeniable.
Effect: Heal (D3+3) this unit. For the rest of the turn, this unit has WARD (5+).
ARCANE SEEDPOD: When tossed onto a site of power, this pod releases a cloud of magical gases that choke and disrupt those who breathe too deeply of them.
Declare: Pick a visible terrain feature within 9" of this unit, then pick each enemy unit within 3" of it to be the targets. Effect: The following effects apply until the start of your next turn: - Subtract 1 from casting rolls and chanting rolls for each target.
- Halve each target’s Move characteristic.
- The effects of the ‘Fly’ ability do not apply to the targets.
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| Spell LoreLORE OF THE OVERGROWN WILDSTHICKET SHIELD: At the wizard’s command, dense vegetation grows up around their allies to hide them from view.
Declare: Pick a friendly WIZARD to cast this spell, pick a visible friendly unit wholly within 12" of them and not in combat to be the target, then make a casting roll of 2D6. Effect: Until the start of your next turn, while the target is wholly within 3" of a terrain feature, it is not visible to enemy units more than 9" away.
DISRUPT THE HUMOURS: The wizard subtly affects the internal workings of the enemies’ bodies, rendering them prone to disease.
Declare: Pick a friendly WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6. Effect: Until the start of your next turn, subtract 1 from contamination rolls and remediation rolls for the target.
HEALING SPIRAL: Life and sacrifice are inherent to Ghyran, and one skilled in jade magic can have the latter pay for the former.
Declare: Pick a friendly WIZARD to cast this spell, pick a visible friendly unit wholly within 12" of them to be the target, then make a casting roll of 2D6. Effect: Until the start of your next turn, each time the target uses a FIGHT ability, after that ability has been resolved, Heal (X) the target, where X is the number of enemy models slain by combat attacks made as part of that FIGHT ability.
AWAKEN THE CARNIVORES: Pitcher plants, flytraps, fanged corpse-flowers and more: all come alive at the mage’s urging, lashing out at nearby foes.
Declare: Pick a friendly WIZARD to cast this spell, pick a visible terrain feature within 12" of them to be the target, then make a casting roll of 2D6. Effect: Until the start of your next turn, subtract 1 from save rolls for units (friendly and enemy) while they are within 3" of the target.
SHIFTING LANDS: The mage compels natural landmarks to change their positions amid the tortuous jungle sprawl, further confusing enemy reinforcements.
Declare: Pick a friendly WIZARD to cast this spell, pick a visible terrain feature within 12" of them to be the target, then make a casting roll of 2D6. Effect: Until the start of your next turn, enemy units cannot be set up within 12" of the target as a result of an enemy ability.
FOREST WALK: The Thyrian wilds briefly part before the wizard, easing their passage.
Declare: Pick a friendly Wizard to cast this spell, then make a casting roll of 2D6. Effect: Double the caster’s Move characteristic until the start of your next turn.
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| Prayer LorePRAYERS OF THE JADE SOULSPRING IN THEIR STEP: The priest causes wildflowers to spring up across the land; as they burst into bloom, the congregation is filled with vernal vigour.
Declare: Pick a friendly PRIEST to chant this prayer, pick a visible terrain feature within 12" of them to be the target, then make a chanting roll of D6. Effect: Until the start of your next turn, add 1 to charge rolls for friendly units while they are within 3" of the target. If the chanting roll was 6+, add 2 to charge rolls for those units instead of 1. | KEYWORDS | PRAYER, UNLIMITED |
JADE REVIVAL: As the priest intones their litanies, warriors on the cusp of doom find themselves once more filled with vitality.
Declare: Pick a friendly PRIEST to chant this prayer, pick a visible friendly unit that is not in combat and is wholly within 12" of them to be the target, then make a chanting roll of D6. Effect: Return a number of slain models to the target unit with a combined Health characteristic of up to 4. If the chanting roll was 8+, return a number of slain models to the target unit with a combined Health characteristic of up to 8 instead.
THE ANGRY WILDS: The priest’s passionate invective is accompanied by hissing waters and creaking bark - unsettling, vengeful sounds that sap enemy warriors’ discipline.
Declare: Pick a friendly PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6. Effect: Until the start of your next turn, each time your opponent declares a command for the target, unless they spend 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost. If the chanting roll was 10+, the target cannot use commands until the start of your next turn.
ROOTED DELUSION: Foes who hear the priest’s lays suddenly struggle to move, believing, beyond all sane measure, that their limbs have become tree trunks and they are rooted to the spot.
Declare: Pick a friendly PRIEST to chant this prayer, pick a visible enemy unit within 12" of them to be the target, then make a chanting roll of D6. Effect: Until the start of your next turn, the target has STRIKE-LAST. In addition, if the chanting roll was 8+, subtract 1 from wound rolls for the target’s attacks until the start of your next turn.
REGENERATING BLOSSOM: As the priest chants, colourful flowers cascade from a nearby landmark, healing the wounds of all those touched by their bright petals.
Declare: Pick a friendly PRIEST to chant this prayer, pick a visible terrain feature within 12" of them to be the target, then make a chanting roll ofD6. Effect: Heal (D3) each unit (friendly and enemy) within 3" of the target. If the chanting roll was 8+, Heal (3) each unit (friendly and enemy) within 3" of the target instead.
SOPORIFIC SOOTHING: The priest’s rhythmic chanting sees their enemies surrender to the cycle of life, leaving them vulnerable when blades clash.
Declare: Pick a friendly PRIEST to chant this prayer, pick a visible enemy unit within 12" of them to be the target, then make a chanting roll of D6. Effect: Until the start of your next turn, the target’s attacks cannot score critical hits (treat them as regular hits instead). In addition, if the chanting roll was 9+, combat attacks that target that enemy unit score critical hits on unmodified hit rolls of 5+.
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Using the rules in this section, you can create a custom warscroll for a Landmark of Ghyran, a one-of-a-kind faction terrain feature that you can use in your Path to Glory campaign.
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| To represent your Landmark of Ghyran on the battlefield, you can attach any appropriate Citadel terrain feature to one of the base sizes specified or, alternatively, feel free to convert your own Landmark of Ghyran and mount it on one of the listed base sizes. | |
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Step 1 - Set a Destiny Point Limit
As with the Anvil of Apotheosis (the hero creator in your faction’s battletome), you will use a currency called
destiny points to create your Landmark of Ghyran. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your Landmark of Ghyran, what type of
faction terrain feature it will be and what its battle profile points cost will be. Pick 1 of the following:
| LANDMARK SIZE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | Imposing Monument (100mm base or 105 x 70mm base) | 15 | 20 | Spectacular Edifice (130mm base, 120 x 92mm base or 150 x 95mm base) | 20 | 70 | Breathtaking Monolith (160mm base or 170 x 105mm base) | 30 | 120 |
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Over the next few steps, you will pick options for your Landmark of Ghyran. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
Step 2 - Fill out the Starting Warscroll
To begin with, your Landmark of Ghyran has the following warscroll:
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| The following universal terrain abilities apply to this terrain feature (Terrain, 1.2): Cover, Impassable
| KEYWORDS | FACTION TERRAIN | | [GRAND ALLIANCE], [FACTION] |
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Replace
[GRAND ALLIANCE] with the keyword of the Grand Alliance your army belongs to (
ORDER,
CHAOS,
DEATH or
DESTRUCTION) and replace
[FACTION] with your army’s faction keyword.
Step 3 - Pick a Form
You must pick 1 of the following forms for your Landmark of Ghyran:
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| Artisan-Crafted Altar -4DP Make the following changes to your Landmark of Ghyran’s warscroll:
- Change the Health characteristic to 12.
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| Make the following changes to your Landmark of Ghyran’s warscroll:
- Change the Health characteristic to 12.
- Change the Save characteristic to 4+.
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| Your Landmark of Ghyran has the FLY keyword. In addition, make the following changes to your Landmark of Ghyran’s warscroll:
- Change the Move characteristic to 4". This terrain feature can use non-command non-CHARGE MOVE abilities as if it were a unit.
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Step 4 - Pick Your Landmark of Ghyran’s Origin and/or Flaw
You can pick up to 1
origin and up to 1
flaw for your Landmark of Ghyran. Each adds an ability to your Landmark of Ghyran’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.
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| Origins
UPLIFTING AURA: Your warriors take heart from the sight of this landmark.
Effect: Add 3 to the control scores of friendly units while they are wholly within 12" of this terrain feature.
DEFENSIVE BOLTHOLES: This landmark is riddled with places to take cover.
Effect: Subtract 1 from hit rolls for shooting attacks that target friendly units while they are wholly within 6" of this terrain feature.
LEY LINE NODE: The arcane ley lines that run through Thyria’s earth converge at this landmark.
Effect: Add 1 to ward rolls for friendly MANIFESTATIONS while they are wholly within 12" of this terrain feature.
TOUGHENED EXTERIOR: This landmark is formed of highly resilient materials.
Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this terrain feature.
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| Flaws
DREARY FORM: Though functional, this structure does little to inspire those nearby.
Effect: Each time a friendly unit wholly within 12" of this terrain feature uses the ‘ Rally’ command, you must make 3 fewer rally rolls of D6.
STARK PRESENCE: Whether through terror or reverence, warriors hesitate to approach this landmark.
Effect: Friendly units cannot be set up within 6" of this terrain feature.
DECREPIT AND CRUMBLING: This landmark is unstable and slowly collapsing.
Declare: You must use this ability. Effect: Allocate 1 damage point to this terrain feature ( ward rolls cannot be made for that damage point).
ROOT OF ENMITY: Enemy warriors are especially eager to vandalise this landmark.
Effect: While an enemy unit is in combat with this terrain feature, that enemy unit has STRIKE-FIRST.
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Step 5 - Choose a Curator
Some Landmarks of Ghyran are used by powerful Heroes to enhance their stature while they address their troops, cast powerful magic spells, pray to their god or simply observe the flow of battle. You can choose whether or not your Landmark of Ghyran has a Curator.
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| Add the following abilities to your Landmark of Ghyran’s warscroll:
TRUSTED CURATOR: The hero takes up residence in this mighty landmark.
Declare: If this terrain feature does not have a Curator, pick a friendly INFANTRY HERO within 3" of it and not in combat to be the target. Effect: Place the target on this terrain feature. The target is now the Curator (see ‘Ensconced’).
ABANDON POSITION: Going down with the ship is not always the best idea...
Effect: If this terrain feature has a Curator that was not placed on it this turn, set up the Curator on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer the Curator.
ENSCONCED: Commanding from a fortified position has both its advantages and its perils.
Effect: While this terrain feature has a Curator: - The Curator cannot use MOVE abilities.
- Instead of measuring the range or visibility to the Curator, measure to this terrain feature instead.
- All attacks that would target the Curator target this terrain feature instead.
- If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Curator. Then, set up the Curator on the battlefield within 3" of this terrain feature and not in combat. That unit is no longer the Curator. If it is not possible to set up the Curator, it is slain.
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Step 6 - Pick any Curator Upgrades
If your Landmark of Ghyran has a Curator, you can pick any number of
Curator Upgrades for it.
| Upgrade | Effect | | Conduit of Power -1DP | Add the following ability to your Landmark of Ghyran’s warscroll:
CONDUIT OF POWER: This landmark hums with arcane and divine energy that the Curator can tap into.
Effect: Add 1 to casting rolls and chanting rolls for the Curator.
| | Life Tap -4DP | Add the following ability to your Landmark of Ghyran’s warscroll:
LIFE TAP: The Curator can direct this landmark to draw vitality from nearby locations.
Declare: If this terrain feature has a Curator, pick a visible terrain feature within 9" of it to be the target. Effect: Roll a dice. On a 3+, Heal (X) this terrain feature, where X is an amount equal to the roll. Then, the target is contaminated to both players’ armies.
| | Chained Magic -5DP | Add the following ability to your Landmark of Ghyran’s warscroll:
CHAINED MAGIC: Bound in the heart of this landmark is potent magic.
Effect: If this terrain feature has a Curator when it is destroyed, after setting up the Curator on the battlefield, set up a friendly MANIFESTATION that can be summoned using a SUMMON spell from your Arcane Tome on the battlefield within 3" of that unit and not in combat. That unit has summoned that MANIFESTATION. If there is already a friendly MANIFESTATION of the same type on the battlefield, it is immediately banished and then set up as described above.
| | Curator Tunnel -8DP | You can only pick this upgrade if your Landmark of Ghyran is not a Reinforced Metalith. Add the following ability to your Landmark of Ghyran’s warscroll:
CURATOR TUNNEL: An escape tunnel is a sensible option for any discerning Curator.
Effect: If this terrain feature has a Curator that was not placed on it this turn, set up the Curator on the battlefield, wholly within 3" of a terrain feature and not in combat. That unit is no longer the Curator.
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Step 7 - Pick any other Upgrades
You can pick any number of other upgrades for your Landmark of Ghyran. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Fortified Parts -2DP | Add 2 to your Landmark of Ghyran’s Health characteristic. | | Inspiring -2DP | Add the following ability to your Landmark of Ghyran’s warscroll:
INSPIRING: This mighty edifice inspires your warriors.
Effect: Add 3 to the control scores of friendly units while they are wholly within 12" of this terrain feature.
| | Mysterious Terrain -2DP | Your Landmark of Ghyran has WARD (6+). | | Heavy Buttressing -3DP | Your Landmark of Ghyran’s Save characteristic is 4+. If your Landmark of Ghyran already has a Save characteristic of 4+, it has a Save characteristic of 3+ instead. | | Magical Bolts -3DP | Add the following ability to your Landmark of Ghyran’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Magical Bolts Crit (2 Hits), Companion | 12" | 3 | 4+ | 3+ | 1 | D3 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Magical Bolts Crit (2 Hits), Companion | | 12" | 3 | 4+ | 3+ | 1 | D3 |
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| | Magical Defences -3DP | Add the following ability to your Landmark of Ghyran’s warscroll:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Magical Defences Crit (2 Hits), Companion | 2D6 | 4+ | 3+ | 1 | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Magical Defences Crit (2 Hits), Companion | | 2D6 | 4+ | 3+ | 1 | 1 |
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| | Substantial Construct -4DP | Add 4 to your Landmark of Ghyran’s Health characteristic. | | Nebulous -4DP | Add the following ability to your Landmark of Ghyran’s warscroll:
NEBULOUS: A mysterious haze surrounds this terrain feature.
Effect: Enemy models cannot be set up within 9" of this terrain feature.
| | Node of Power -4DP | Your Landmark of Ghyran has WARD (5+). | | Deadly -5DP | Add the following ability to your Landmark of Ghyran’s warscroll:
DEADLY: A plethora of defensive armaments make this terrain dangerous to approach.
Declare: Pick an enemy unit that charged this turn and is in combat with this terrain feature to be the target. Effect: Roll a dice. On a 1, 1 model in the target unit is slain.
| | Sinister -6DP | Add the following ability to your Landmark of Ghyran’s warscroll:
SINISTER: Your enemies know that something is not right about this structure, but they cannot put their finger on what.
Effect: Roll a dice. On a 5+, that command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
| | Hidden Within -8DP | You can only pick this upgrade if your Landmark of Ghyran is not a Reinforced Metalith. Add the following ability to your Landmark of Ghyran’s warscroll:
HIDDEN WITHIN: More warriors pour forth from your Landmark of Ghyran.
Declare: Pick a friendly non- UNIQUE unit that has been destroyed to be the target. Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 7" of this terrain feature and more than 3" from all enemy units. If the target is a HERO, WAR MACHINE or MONSTER, you must spend an additional command point to use this ability and if the target has a unit size of 1, you must allocate a number of damage points to the replacement unit equal to half its Health characteristic.
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Using the rules in this section, you can create a Regiment of Ghyran, a personalised, custom Regiment of Renown that you can use in your Path to Glory campaign.
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| We recommend that you use appropriate models to represent the different models that comprise your Regiment of Ghyran.
In addition, feel free to give your Regiment of Ghyran a name! You can also change the default name for each unit in your Regiment of Ghyran. | |
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Step 1 - Set a Destiny Point Limit
As with the Anvil of Apotheosis (the hero creator in your faction’s battletome), you will use a currency called
destiny points to create your Regiment of Ghyran. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your Regiment of Ghyran, what unit types it will include and what its battle profile points cost will be. Pick 1 of the following:
| REGIMENT OF GHYRAN SIZE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Acclaimed Retinue | 15 | 150 | | Pre-eminent Warband | 30 | 300 | | Illustrious Battalion | 50 | 500 |
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Over the next few steps, you will pick options for your Regiment of Ghyran. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
Step 2 - Pick Your Regiment of Ghyran’s Origin and/or Flaw
You can pick up to 1
origin and up to 1
flaw for your Regiment of Ghyran. These are abilities that can be used by or that affect units in your Regiment of Ghyran. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.
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| Origins
HEADSTRONG AND EAGER: A vital spirit fills these warlike souls.
Effect: Each time a unit in this Regiment of Ghyran uses the ‘ Charge’ ability, if the unmodified charge roll was 2 or 3, you can use a value of 4 instead.
BANE OF THE ARCANE: These soldiers wear armour threaded with nullstone that sees enemy magics dissipate around them.
Effect: If the casting roll for an enemy WIZARD within 3" of a unit in this Regiment of Ghyran contains 2 or more results of 1 or 2, the spell is miscast.
GHYRANITE RANGERS: These warriors are well used to operating behind enemy lines.
Effect: Add 5 to the control scores of units in this Regiment of Ghyran while they are wholly within enemy territory.
DIRTY BRAWLERS: Protracted and honourless fights are where these warriors excel.
Effect: Add 1 to wound rolls for combat attacks made by units in this Regiment of Ghyran that did not charge in the same turn and are not in combat with any enemy units that charged in the same turn.
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| Flaws
'SORRY SIR, DIDN’T CATCH THAT': These warriors have a habit of‘misinterpreting’ orders they don’t fancy heeding...
Declare: You must use this ability. Effect: Roll a dice. On a 6, that command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
TO THE LAST: Is it honour? Fear of retribution? Plain idiocy, perhaps? Whatever the case, these warriors never flee from a fight.
Effect: Units in this Regiment of Ghyran cannot use RETREAT abilities.
LONG-STANDING ANIMOSITY: There is a history of bad blood between these warriors. Sometimes, that blood must be spilt.
Declare: You must use this ability. Effect: Inflict 1 mortal damage on each unit in this Regiment of Ghyran that is within the combat range of another unit in this Regiment of Ghyran.
ALL FINGERS AND THUMBS: For all their skill in battle, these soldiers are either inept or unwilling when it comes to manual labour.
Effect: Subtract 1 from remediation rolls for units in this Regiment of Ghyran.
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Step 3 - Choose a Regiment Hero
You can choose whether or not your Regiment of Ghyran is led by a Regiment Hero. If it is, they have the following warscroll:
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| WARSCROLL KEYWORDS When picking units and/or a Regiment Hero, when you see [GRAND ALLIANCE], replace it with the keyword of the Grand Alliance your army belongs to (ORDER, CHAOS, DEATH or DESTRUCTION) and when you see [FACTION], replace it with your army’s faction keyword. | |
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| | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Weapon of Renown | 3 | 4+ | 3+ | 1 | D3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Weapon of Renown | | 2D6 | 4+ | 3+ | 1 | 1 |
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| KEYWORDS | HERO, INFANTRY | | [GRAND ALLIANCE], [FACTION] |
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Step 4 - Pick an Archetype for Your Regiment Hero
If your Regiment of Ghyran has a Regiment Hero, you can pick 1 of the following Archetypes for them:
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| Your Regiment Hero has the WIZARD (1) keyword. In addition, replace your Regiment Hero’s melee weapon with the following weapon:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Wizard’s Staff | 3 | 4+ | 4+ | 1 | D3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Wizard’s Staff | | 3 | 4+ | 4+ | 1 | D3 |
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| Your Regiment Hero has the PRIEST (1) keyword. In addition, replace your Regiment Hero’s melee weapon with the following weapon:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Holy Sceptre | 3 | 4+ | 4+ | 1 | D3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Holy Sceptre | | 3 | 4+ | 4+ | 1 | D3 |
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| Change your Regiment Hero’s Move characteristic to 6", their Health characteristic to 8 and their Control characteristic to 5. In addition, replace your Regiment Hero’s melee weapon with the following weapon:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Great Weapon of Renown Crit (Mortal) | 5 | 4+ | 2+ | 1 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Great Weapon of Renown Crit (Mortal) | | 5 | 4+ | 2+ | 1 | 3 |
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| Replace your Regiment Hero’s INFANTRY keyword with the MONSTER keyword. Change your Regiment Hero’s Move characteristic to 8", their Health characteristic to 12 and their Control characteristic to 10. In addition, replace your Regiment Hero’s melee weapon with the following weapons:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Monstrous Weapon of Renown | 4 | 4+ | 2+ | 1 | 2 | | Massive Punches or Kicks | 2 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Monstrous Weapon of Renown | | 4 | 4+ | 2+ | 1 | 2 | | Massive Punches or Kicks | | 2 | 4+ | 2+ | 2 | 3 |
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Step 5 - Pick a Battle Mount for Your Regiment Hero
If your Regiment Hero is
INFANTRY, you can pick up to 1
Battle Mount for them.
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| REGIMENT HERO BATTLE MOUNTS
GHYRANITE STEED: In Ghyran, moss-maned stallions and ghyrochs graze the open swards, while giant bugs and molluscs emerge from the swamps. Spites possess fallen trees and twist them into new form - and then there are creatures of Chaos, mangled into being by Grandfather Nurgle...Add the following weapon to your Regiment Hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Steed’s Teeth, Hooves or Claws Companion | 2 | 5+ | 3+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Ghyranite Steed’s Teeth, Hooves or Claws Companion | | 2 | 5+ | 3+ | - | 1 |
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In addition, make the following changes to your Regiment Hero’s warscroll: - Change the Move characteristic to 12".
- Add 2 to the Health characteristic.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the CAVALRY keyword.
GHYRANITE BEHEMOTH: Many of the Realm of Life’s creatures are fearsome indeed. Enormous serpents slither in the depths of forgotten temples, mighty andronicus beetles shoulder aside Moulders and bestial forest spirits prowl the darkness with wooden talons clacking.Add the following weapon to your Regiment Hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Behemoth’s Jaws Companion | 5 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Ghyranite Behemoth’s Jaws Companion | | 5 | 4+ | 2+ | 2 | 3 |
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In addition, make the following changes to your Regiment Hero’s warscroll: - Change the Move characteristic to 10".
- Add 6 to the Health characteristic.
- Add 3 to the Control characteristic.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the MONSTER keyword.
Ghyranite Monstrosity -20DP GHYRANITE MONSTROSITY: Life grows big in Ghyran. hi its arboreal depths lurk the mightiest of potential mounts for a conquering warlord: emerald-scaled forest drakes, the three-headed and hundred-fanged scions of Nagendra and, of course, the most febrile of Chaos’s vile spawn...Add the following weapons and ability to your Regiment Hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Behemoth’s Jaws Companion | 5 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Ghyranite Behemoth’s Jaws Companion | | 5 | 4+ | 2+ | 2 | 3 |
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BATTLE DAMAGED Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Ghyranite Monstrosity’s Claws is 4.
In addition, make the following changes to your Regiment Hero’s warscroll: - Change the Move characteritic to 12".
- Add 8 to the Health characteristic.
- Add 5 to the Control characteristic.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the MONSTER keyword.
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Step 6 - Pick any Upgrades for Your Regiment Hero
You can pick any number of the following upgrades for your Regiment Hero. The same upgrade can be picked more than once, but each time you pick an upgrade that your Regiment Hero already has, you must double its DP cost.
| Upgrade | Effect | | Renowned Warrior -1DP | Add 1 to your Regiment Hero’s Control characteristic. | | Realm Wanderer -1DP | Add 1" to your Regiment Hero’s Move characteristic. | | Imposing Presence -1DP | Add 1 to your Regiment Hero’s Health characteristic. | | Expert Fighter -1DP | Pick 1 of your Regiment Hero’s weapons. Improve that weapon’s Hit characteristic by 1 (for example, 4+ becomes 3+). | | Powerful Strikes -1DP | Pick 1 of your Regiment Hero’s weapons. Improve that weapon’s Wound characteristic by 1 (for example, 4+ becomes 3+). | | Muscular Physique -1DP | Pick 1 of your Regiment Hero’s weapons. Add 1 to that weapon’s Rend characteristic. | | Local Knowledge -1DP | Add the following ability to your Regiment Hero’s warscroll:
LOCAL KNOWLEDGE: This hero is familiar with the area and knows what methods will be most effective when purifying the landscape.
Effect: Add 1 to remediation rolls for your Regiment Hero.
| | Specialist Training -2DP | Pick 1 of your Regiment Hero’s non-Companion weapons, then pick 1 of the following weapon abilities: Charge (+1 Damage), Crit (2 Hits), Crit (Auto-wound), Shoot in Combat. That weapon has the weapon ability you picked. | | Razor-sharp Weapon -3DP | Pick 1 of your Regiment Hero’s melee weapons. That weapon has Crit (Mortal). | | Ironoak Armour -3DP | Improve your Regiment Hero’s Save characteristic by 1 (for example, 5+ becomes 4+). | | Sky-born -3DP | Your Regiment Hero has FLY | | Aura of Immunity -3DP | Your Regiment Hero has WARD (6+). | | Back to Back -3DP | Add the following ability to your Regiment Hero’s warscroll:
BACK TO BACK: This hero’s warriors are loyal and determined.
Effect: Pick a friendly non- HERO unit in this Regiment of Ghyran that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.
| | Ghyranite Ranged Weapon -3DP | Add the following weapon to your Regiment Hero’s warscroll. You cannot pick this upgrade if your Regiment Hero already has a ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Ranged Weapon | 12" | 3 | 3+ | 3+ | 1 | 1 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Ranged Weapon | | 12" | 3 | 3+ | 3+ | 1 | 1 |
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| | Ghyranite Heavy Ranged Weapon -4DP | Add the following weapon to your Regiment Hero’s warscroll. You cannot pick this upgrade if your Regiment Hero already has a ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Heavy Ranged Weapon | 24" | 2 | 4+ | 2+ | 1 | 2 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Heavy Ranged Weapon | | 24" | 2 | 4+ | 2+ | 1 | 2 |
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Step 7 - Pick Units
You must pick at least 1 and no more than 3 of the following units to join your Regiment of Ghyran. The same unit type can be picked more than once. The DP cost is per model in the unit.
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| | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Weapons | 2 | 4+ | 4+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Weapons | | 2 | 4+ | 4+ | - | 1 |
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This unit must contain at least 3 and no more than 10 models.
| KEYWORDS | INFANTRY | | [GRAND ALLIANCE], [FACTION] |
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| | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Weapons | 2 | 4+ | 4+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Weapons | | 2 | 4+ | 4+ | - | 1 |
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This unit must contain at least 3 and no more than 10 models.
| KEYWORDS | INFANTRY | | [GRAND ALLIANCE], [FACTION] |
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| | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Brutal Ghyranite Weapons | 4 | 4+ | 2+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Brutal Ghyranite Weapons | | 4 | 4+ | 2+ | 1 | 2 |
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This unit must contain at least 3 and no more than 10 models.
| KEYWORDS | INFANTRY | | [GRAND ALLIANCE], [FACTION] |
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| | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Savage Jaws and Claws Companion | 3 | 4+ | 4+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Savage Jaws and Claws Companion | | 3 | 4+ | 4+ | - | 1 |
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BEAST Effect: This unit has a maximum control score of 1.
This unit must contain at least 3 and no more than 6 models.
| KEYWORDS | BEAST | | [GRAND ALLIANCE], [FACTION] |
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| | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Monstrous Jaws and Claws | 5 | 4+ | 2+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Monstrous Jaws and Claws | | 5 | 4+ | 2+ | 1 | 2 |
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This unit must contain at least 1 and no more than 3 models
| KEYWORDS | MONSTER | | [GRAND ALLIANCE], [FACTION] |
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| | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Monstrous Ghyranite Club | 4 | 4+ | 2+ | 1 | 2 | | Massive Punch or Kick | 2 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Monstrous Ghyranite Club | | 4 | 4+ | 2+ | 1 | 2 | | Massive Punch or Kick | | 2 | 4+ | 2+ | 2 | 3 |
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This unit must contain at least 1 and no more than 3 models
| KEYWORDS | MONSTER | | [GRAND ALLIANCE], [FACTION] |
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| | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Charioteer’s Ghyranite Weapons | 4 | 4+ | 3+ | 1 | 1 | | Ghyranite Steeds’ Teeth, Hooves or Claws Companion | 4 | 5+ | 3+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Charioteer’s Ghyranite Weapons | | 4 | 4+ | 3+ | 1 | 1 | Ghyranite Steeds’ Teeth, Hooves or Claws Companion | | 4 | 5+ | 3+ | - | 1 |
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This unit must contain at least 1 and no more than 3 models
| KEYWORDS | WAR MACHINE | | [GRAND ALLIANCE], [FACTION] |
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| | RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Projectile Weapons | 24" | 2 | 4+ | 2+ | 2 | D6 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Projectile Weapons | | 24" | 2 | 4+ | 2+ | 2 | D6 |
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| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Crew’s Ghyranite Weapons | 2 | 4+ | 4+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Crew’s Ghyranite Weapons | | 2 | 4+ | 4+ | - | 1 |
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This unit must contain at least 1 and no more than 3 models
| KEYWORDS | WAR MACHINE | | [GRAND ALLIANCE], [FACTION] |
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Step 8 - Pick Battle Mounts for Your Units
You can pick up to 1
Battle Mount type for each eligible unit in your Regiment of Ghyran. The DP cost is per model in the unit for which the upgrade is being picked.
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GHYRANITE MOUNT: Ghyran’s bountiful nature means there is rarely a lack of steeds for a wandering warband. In the Yskian Veldt, herds of squat but exceedingly strong horses cross the grasslands, while squigs and other troglodytic beasts fill the caverns below.Non- HERO INFANTRY only. Add the following weapon to the unit’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Mount’s Teeth, Hooves or Claws Companion | 2 | 5+ | 3+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Ghyranite Mount’s Teeth, Hooves or Claws Companion | | 2 | 5+ | 3+ | - | 1 |
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Then, make the following changes to the unit’s warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 3 or add 1 to the Health characteristic.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the CAVALRY keyword.
GHYRANITE FIEND: The more fearsome of the Jade Realm’s native fauna make for fine mounts. Monstrous dragonflies and other huge arthropods cling to the bogs, while bounding plague toads are common in areas lost to Nurgle and feral water kelpies haunt the southern coasts.Non- HERO INFANTRY or Ghyranite Chariot only. If the unit is INFANTRY, add the following weapon to its warscroll. If the unit is a Ghyranite Chariot, replace its Companion weapon with the following weapon: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Fiend’s Jaws Companion | 3 | 4+ | 3+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Ghyranite Fiend’s Jaws Companion | | 3 | 4+ | 3+ | 1 | 2 |
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Then, make the following changes to the unit’s warscroll: - Change the Move characteristic to 10".
- Add 2 to the Health characteristic.
- Add 1 to the Control characteristic.
- Change the Save characteristic to 3+.
- If the unit is INFANTRY, replace the INFANTRY keyword with the MONSTER keyword.
GHYRANITE COLOSSUS: Tales are told of mercenary regiments who ride on truly immense creatures. The snail-knights of old Aquia still slink from slime-coated keeps, armour forged from the shells of their mounts, while the legions of Amalodum pull their ancient chariots with skeletal greatstags.Non- HERO non- BEAST unit only. If the unit is INFANTRY, MONSTER or a Ghyranite Bombard, add the following weapons to its warscroll. If the unit is a Ghyranite Chariot, replace its Companion weapon with the following weapons: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Colossus’s Maw Companion | 3 | 4+ | 2+ | 2 | 3 | | Ghyranite Colossus’s Claws Companion | 4 | 4+ | 2+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Ghyranite Colossus’s Maw Companion | | 3 | 4+ | 2+ | 2 | 3 | Ghyranite Colossus’s Claws Companion | | 4 | 4+ | 2+ | 1 | 2 |
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Then, make the following changes to the unit’s warscroll: - Change the Move characteristic to 12".
- Add 5 to the Health characteristic.
- Change the Control characteristic to 5.
- Change the Save characteristic to 4+.
- If the unit is INFANTRY, replace the INFANTRY keyword with the MONSTER keyword. If the unit is a WAR MACHINE, it also has the MONSTER keyword.
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Step 9 - Pick any Upgrades for Your Units
You can pick any number of the following upgrades for eligible non-
HERO units in your Regiment of Ghyran.
The same upgrade can be picked more than once, but each time you pick an upgrade for a unit that already has that upgrade, you must double its DP cost.
| Upgrade | Effect | Champion
-1DP | This unit has a champion and the CHAMPION keyword. | Standard Bearer
-1DP | Non-BEAST only. This unit has a standard bearer and the STANDARD BEARER keyword. | Musician
-1DP | Non-BEAST only. This unit has a musician and the MUSICIAN keyword. | Influential
-1DP | Add 1 to this unit’s Control characteristic. | Crit (Auto-wound)
-1DP per model | Pick 1 of this unit’s melee weapons. That weapon has Crit (Auto-wound). | Crit (2 Hits)
-1DP per model | Pick 1 of this unit’s melee weapons. That weapon has Crit (2 Hits). | Skilled Warriors
-1DP per model | Pick 1 of this unit’s weapons. Improve that weapon’s Hit characteristic by 1 (for example, 4+ becomes 3+). | Brawny
-1DP per model | Pick 1 of this unit’s weapons. Improve that weapon’s Wound characteristic by 1 (for example, 4+ becomes 3+). | Ghyranite Close-range Weapon
-1DP per model | Add the following weapon to a unit’s warscroll. You cannot pick this upgrade for a unit that already has a ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Close-range Weapon Shoot in Combat | 12" | 2 | 4+ | 3+ | - | 1 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Ghyranite Close-range Weapon Shoot in Combat | | 12" | 2 | 4+ | 3+ | - | 1 |
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| Ghyranite Long-range Weapon
-1DP per model | Add the following weapon to a unit’s warscroll. You cannot pick this upgrade for a unit that already has a ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Long-range Weapon | 24" | 2 | 4+ | 4+ | - | 1 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Ghyranite Long-range Weapon | | 24" | 2 | 4+ | 4+ | - | 1 |
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| Fleet
-2DP | Add 1" to this unit’s Move characteristic. | Fearsome Weapons
-2DP | Pick 1 of this unit’s weapons. Add 1 to that weapon’s Rend characteristic. | Swift Strikes
-2DP | Pick 1 of this unit’s weapons. Add 1 to that weapon’s Attacks characteristic. | Healthy Physique
-3DP per model | Add 1 to this unit’s Health characteristic. | Armourers
-3DP per model | Improve this unit’s Save characteristic by 1 (for example, 5+ becomes 4+) | Crit (Mortal)
-3DP per model | Pick 1 of this unit’s melee weapons. That weapon has Crit (Mortal). | Charge (+1 Damage)
-3DP per model | Pick 1 of this unit’s melee weapons. That weapon has Charge (+1 Damage). | Brutal Strikes
-3DP per model | Pick 1 of this unit’s weapons. Add 1 to that weapon’s Damage characteristic. |
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Step 10 - Pick any Idiosyncrasies for Your Regiment of Ghyran
You can pick up to 2
idiosyncrasies for your Regiment of Ghyran.
These are abilities that can be used by or that affect units in your Regiment of Ghyran.
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| SWIFT SKIRMISHERS: Fight and flight is the preferred strategy for these warriors.
Declare: You gain 1 swift point for each unit in this Regiment of Ghyran that is on the battlefield. Divide those swift points among those units in any combination. Then, pick each friendly unit that has any swift points to be the targets. Effect: Make a swift move roll for each target by rolling a number of D3 equal to the number of swift points it has. Ilie target can move a number of inches equal to the swift move roll. It cannot move through or end that move within the combat ranges of enemy units. After this ability has been resolved, your swift points are reset to 0 (any that have not been used are lost).
POISON-SMEARED WEAPONS: These warriors use deadly toxins they glean from their environment to increase their weapons’ lethality.
Effect: Add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Ghyran while they are wholly within 6" of a contaminated terrain feature.
EMBOLDENED BY PURITY: The resolve of these warriors is strengthened by the decontamination of Thyria.
Effect: Add 10 to the control scores of units in this Regiment of Ghyran while they are within 6" of a terrain feature that has been remediated by your army.
FOREST DWELLERS: These warriors move through dense undergrowth with unnatural speed.
Effect: Add 1 to charge rolls for units in this Regiment of Ghyran.
CYCLESTONE AMULETS: These warriors are protected by realmstone-infused amulets gifted by a grateful patron.
Effect: Ignore the first damage point that would be allocated to a unit in this Regiment of Ghyran in each phase.
CONTAMINATORS: These warriors seek to ensure that nature does not properly heal.
Declare: Pick a terrain feature that has been remediated by your opponent’s army and that is within 3" of a unit in this Regiment of Ghyran to be the target. Effect: Roll a dice. On a 3+, the target is no longer remediated by your opponent’s army and your opponent considers the target to be contaminated.
TAKE COVER: These warriors use the landscape to protect themselves, making it difficult for their enemies to target them.
Effect: Pick a unit in this Regiment of Ghyran to be the target. For the rest of the turn: - If the unmodified hit roll for a shooting attack that targets that unit is 1-5, the attack fails and the attack sequence ends.
- The target cannot use CHARGE abilities.
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| WOODLAND TRAPPERS: These warriors have turned many years of trapping game to feed themselves into a valuable skill in war.
Declare: Pick a terrain feature within 6" of a unit in this Regiment of Ghyran, then pick each enemy unit within 6" of that terrain feature to be the targets. Effect: Roll a dice for each target and apply the corre ponding effect below until the start of your next turn. 1-2: The target cannot use commands. 3-4: Halve the target’s Move characteristic. 5-6: Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
SPELL-BREAKERS: Years of fighting the arcane has made these warriors experts in severing the link between caster and summoned sorcery.
Declare: Pick an enemy MANIFESTATION within 12" of a unit in this Regiment of Ghyran to be the target, then make a banishment roll of 2D6. Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, pick 1 of the following effects: Banish: Inflict D3 mortal damage on the unit that summoned the target. Then, the target is banished and removed from play. Take Control: For the rest of the turn, the target is treated as a friendly MANIFESTATION by your army and as an enemy MANIFESTATION by your opponent’s army.
SINISTER SABOTEURS: These warriors are experts at thwarting purification rituals.
Effect: Subtract 2 from remediation rolls for enemy units while they are within 9" of 2 or more units in this Regiment of Ghyran.
FAMED COURAGE: Whether they meet battle hungrily or phlegmatically, the sight of massing enemies fills these warriors with new resolve.
Effect: After that ability has been resolved, that friendly unit can immediately use the ‘ Rally’ command. No command points arc spent to use that command.
JADEFLOWER SEEDBOMBS: Packing handfuls of explosive seeds into organic casings, these warriors can send even the most formidable fortifications crashing down.
Declare: Pick a faction terrain feature or Landmark of Ghyran that is within 3" of a unit in this Regiment of Ghyran to be the target. Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
SYNCHRONISED ATTACKS: These warriors fight with uncanny unity, almost as if they were of one mind.
Effect: For the rest of the turn, when players are alternating picking units to use a FIGHT ability, when it is your turn to pick a unit, you can pick each unit in this Regiment of Ghyran instead of 1. Resolve the FIGHT abilities one at a time immediately after each other.
DRAWN TO CORRUPTION: Whether to destroy it or revel in it, these warriors are always headed to sources of foulness.
Declare: Pick a unit in this Regiment of Ghyran that is not in combat to be the target. Effect: Remove the target from the battlefield and set it up again wholly within 6" of a contaminated terrain feature and more than 9" from all enemy units.
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| IN IT TOGETHER: Motivated by fear, profit or genuine admiration, these warriors can be trusted to follow their leader into the fray.
Declare: If a HERO in this Regiment of Ghyran is not in combat and has not used any RUN or RETREAT abilities this turn, pick that HERO and 1 unit in this Regiment of Ghyran within its combat range that is not in combat and has not used any RUN or RETREAT abilities this turn to be the targets. Then, make a charge roll of 2D6. Effect: The targets can each move a distance up to the value of the charge roll. They can move through the combat ranges of enemy units and must end that move within 1/2" of a visible enemy unit. The HERO must move first, and the other target must end that move within that HERO’s combat range. If the HERO is unable to end that move within 1/2" of a visible enemy unit, neither target can move. If they move, the targets have charged. | KEYWORDS | CORE, MOVE, CHARGE |
VIGOROUS SPIRITS: Sitting still as their enemies advance is not in these warriors’ nature.
Declare: Pick a unit in this Regiment of Ghyran that is not in combat to be the target. Effect: Roll XD3, where X is the number of enemy units within 12" of the target that used a MOVE ability this phase. The target can move a number of inches equal to the roll.
SELF-PRESERVATION INSTINCTS: Their employers might call it cowardice; these warriors prefer to think of it as picking their battles.
Declare: Pick a unit in this Regiment of Ghyran that is in combat with an enemy unit that charged this turn to be the target. Effect: Roll 2D6. On a 6+, the target can move a number of inches equal to the roll. It can move through the combat ranges of enemy units but cannot end that move in combat.
BLESSINGS OF BARK: The gifts - or perhaps curses - of a court of spites see the flesh of these warriors harden and reknit into bark.
Used By: A unit in this Regiment of Ghyran targeted by that ATTACK ability. Effect: That unit has WARD (3+) for the rest of the phase. For each unmodified ward roll of 1 for that unit this phase, after the ATTACK ability has been resolved: - If that unit has a Health characteristic of 1, 2 models in that unit are slain.
- If that unit has a Health characteristic of 2 or more, 1 model in that unit is slain.
MASTER CLEANSERS: These warriors specialise in banishing corruption.
Effect: You can re-roll remediation rolls for units in this Regiment of Ghyran.
FAMILIAR WITH THE PATHS: These warriors are used to navigating Ghyran’s evertwisting woods while enemies stumble about lost.
Declare: Pick a unit in this Regiment of Ghyran to be the oriented target, then pick a point on the battlefield beneath the base of 1 of its models to be the unknown location. Next, pick a visible enemy unit within 18" of the oriented target to be the bewildered target, then pick a point on the battlefield beneath the base of 1 of its models to be the intended destination. Effect: Remove the targets from the battlefield. Set up the oriented target wholly within 6" of the intended destination. It can only be set up in combat with units in your opponent’s army that were within 3" of the bewildered target before it was removed from the battlefield. Then your opponent must set up the bewildered target wholly within 6" of the unknown location. It can only be set up in combat with units in your army that were within 3" of the oriented target before it was removed from the battlefield.
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