Blighted Wilds

Over the following pages, you will find all the rules and content for the Path to Glory: Blighted Wilds battlepack.
Contents

Books

BookKindEditionLast update
  Path to Glory: Blighted Wilds
  Path to Glory: Blighted WildsExpansion4January 2026
  Rules Updates
  Rules UpdatesRulebook4February 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

Blighted Wilds

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.

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!

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.

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.

Path to Glory Roster

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)
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.

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.

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!

Adding Units

  • 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.

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.

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.

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.

UNIT PATHS
As they journey across Thyria, your non-HERO units will also earn renown points that can be spent in the aftermath sequence to allow them to gain ranks and follow Paths.

Enhancements and Lores

Enhancements

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).

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.

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!

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.

UNIVERSAL MANIFESTATIONS
When picking SUMMON spells and/or prayers, you can pick from the universal manifestation lores found at Endless Spells page.

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.

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.

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:

Path to Glory Battles

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).

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.


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.



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:

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.

Faction terrain features and Landmarks of Ghyran cannot be 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...

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.

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.

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.

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

Deployment Phase
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.
KEYWORDSDEPLOY



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.

Once Per Turn (Army), Your Movement Phase
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:

Once Per Turn (Army), Start of Enemy Turn
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:

Once Per Turn (Army), Start of Enemy 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:

Once Per Turn (Army), End of Any Turn
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


Once Per Turn (Army), Any Movement Phase
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.

Once Per Battle (Army), Your Hero Phase
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.

Thyria’s Bounty


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:

Passive
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.

Forest Fortress


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:

Once Per Battle (Army), Any Combat Phase
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.

A Dense and Choking Maze


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:

Once Per Battle (Army), Enemy Hero Phase
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.
KEYWORDSMOVE, RUN


Miscellaneous Reward:
Pick 1 spell or prayer and add it to your Arcane Tome.

Cursed Kernel


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:

Once Per Battle (Army), Any Shooting Phase
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.

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:

Once Per Battle (Army), Any Hero Phase
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.

Nexuses of Contamination


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:

Once Per Battle (Army), Start of Any Turn
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.

Precarious Crossing


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:

Once Per Battle (Army), Deployment Phase
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.

Emergency Foraging


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:

Once Per Battle (Army), Any Combat Phase
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.

The Call of Sacrifice


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:

Once Per Battle (Army), Enemy Hero Phase
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.

Vital Alignment


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:

Once Per Battle (Army), Deployment Phase
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.

Creeping Rootstalks


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:

Once Per Battle (Army), Any Combat Phase
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:

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.

The Aftermath Sequence

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 is divided into the following steps:
1. Earn Glory Points
2. Gain Renown Points
3. Manage Your Path to Glory Roster
4. Tend to Battle Wounds and Battle Scars
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.

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.
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.
Points Value of Opponent’s Army
Achievement<10001000-
1250
1251-
1500
1501-
2000
>2000
Fought a Path to Glory battle60 GP110 GP150 GP180 GP200 GP
Won a major victory30 GP40 GP50 GP55 GP60 GP
Won a minor victory20 GP30 GP40 GP45 GP50 GP
Your general was not slain10 GP15 GP20 GP25 GP30 GP

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.

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.

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 POINTSUNIT’S RANK
5-14Aspiring
15-29Elite
30-44Mighty
45+Legendary

3. Manage Your Path to Glory Roster

In this step, you can make any of the following adjustments to your roster:
1. Promote a Hero
2. Expand your army
3. Retire units or a faction terrain feature
4. Manage enhancements
5. Change your general
6. Change a unit’s Path
Remember, you can have a maximum of 5 regiments on your roster.

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.

You cannot add a new unit to your roster and reinforce an existing unit in the same aftermath sequence

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.

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.

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 units
2. Determine battle wounds
3. Determine battle scars
4. Heal battle wounds

Heal Resting Units

Each unit that was resting heals D6 battle wounds.

Determine Battle Wounds

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.

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 WOUNDSBATTLE SCAR TYPE
5-8Serious
9-12Severe
13-17Critical
18+Unit succumbs to its injuries


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.

When a HERO succumbs to injury, if they were leading a regiment, all other units in that regiment become auxiliary units.


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.

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.

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

D6SERIOUS BATTLE SCARS
1-2
Passive
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
Passive
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
Passive
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.



D6SEVERE BATTLE SCARS
1-2
Passive
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
Passive
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
Passive
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.



D6CRITICAL BATTLE SCARS
1-2
Passive
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
Passive
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
Passive
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.

Battleplans

Battleplan

Thyria’s Bounty

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:

Once Per Turn (Army), End of Any Turn
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:

Passive
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.


Battleplan

Forest Fortress

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:

Once Per Turn (Army), Your Hero Phase
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:

Reaction: You declared an ability, excluding reactions, for a friendly FIELD REPAIRING unit
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.


Battleplan

A Dense and Choking Maze

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:

Deployment Phase
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.
KEYWORDSDEPLOY


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.


Battleplan

Cursed Kernel

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:

Once Per Turn (Army), End of Any Turn
‘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.


Battleplan

Escort to the Wellspring Grove

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:

Deployment Phase
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.
KEYWORDSDEPLOY


The escort must use the following ability in the deployment phase:

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.


Battleplan

Nexuses of Contamination

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:

Once Per Battle Round (Army), End of 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.



Once Per Battle Round (Army), Start of Battle Round
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.


Battleplan

Precarious Crossing

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:

Once Per Turn (Army), End of Any Turn
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.


Battleplan

Emergency Foraging

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:

Once Per Turn (Army), Enemy Movement Phase
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.


Battleplan

The Call of Sacrifice

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:

Once Per Battle (Army), 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.


Battleplan

Vital Alignment

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:

Once Per Turn (Army), Your Hero Phase
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.


Battleplan

Creeping Rootstalks

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:

Once Per Turn (Army), End of Your Turn
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.


Battleplan

Be it Purity or Putrescence

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:

Reaction: You declared the ‘Purify the Land’ ability
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.


Paths

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:

Any Hero Phase
BOUND TO THYRIA: While the land endures, so too does this hero.

Effect: Heal (1) this unit.

Passive
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:

Your Hero Phase
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.

Passive
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:

Your Hero Phase
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.

Any Combat Phase
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:

Once Per Battle, Any Movement Phase
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.

Once Per Battle, End of Any Turn
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


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:

Passive
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.

Passive
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:

Passive
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.

Any Combat Phase
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:

End of Any Turn
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.

Once Per Battle, Any Combat Phase
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:

Reaction: Your opponent declared a command for a unit within 6" of this unit
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.

Passive
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).


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:

Passive
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.

Passive
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:

Passive
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.

Passive
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:

Passive
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.

Once Per Turn (Army), Reaction: Opponent declared a CHARGE ability for a unit within 12" of this unit
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:

Any Hero Phase
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.

Enemy Combat Phase
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.


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:

Passive
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.

Any Combat Phase
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:

Enemy Movement Phase
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.
KEYWORDSMOVE, RUN

Any Charge Phase
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:

Once Per Battle, Your Movement Phase
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.

Passive
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:

Any Combat Phase
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.

Passive
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).

Universal Enhancements and Lores

Heroic Traits

THE PRIDE OF THYRIA

(HERO only)

Once Per Battle, Reaction: You declared a SPELL ability from the Lore of the Overgrown Wilds for a unit wholly within 6" of this unit
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.

Passive
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.

Passive
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+).

Any Movement Phase
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.

Passive
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.

Once Per Battle, Any Hero Phase
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.


Artefacts of Power

THYRIAN WONDERS

(HERO only)

Passive
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.

End of Any Turn
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.

Any Shooting Phase
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.

Passive
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.

Once Per Battle, Your Hero 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+).

Once Per Battle, Your Movement Phase
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.


Spell Lore

LORE OF THE OVERGROWN WILDS

Your Hero Phase
6
THICKET 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.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
5
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.
KEYWORDSSPELL

Your Hero Phase
7
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.
KEYWORDSSPELL

Your Hero Phase
7
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.
KEYWORDSSPELL

Your Hero Phase
6
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.
KEYWORDSSPELL

Your Hero Phase
6
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.
KEYWORDSSPELL


Prayer Lore

PRAYERS OF THE JADE SOUL

Your Hero Phase
3
SPRING 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.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
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.
KEYWORDSPRAYER

Your Hero Phase
5
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.
KEYWORDSPRAYER

Your Hero Phase
4
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.
KEYWORDSPRAYER

Your Hero Phase
4
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.
KEYWORDSPRAYER

Your Hero Phase
4
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+.
KEYWORDSPRAYER

Landmark of Ghyran

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.

In addition to a faction terrain feature, you can have 1 Landmark of Ghyran on your roster. There is a blank warscroll and roster addition page (that can be found here: ) where you can record information relating to your Landmark of Ghyran. A Landmark of Ghyran costs points to add to your roster, as shown opposite.

There are 7 steps to follow to create your Landmark of Ghyran:
1. Set a destiny point limit.
2. Fill out the starting warscroll.
3. Pick a form.
4. Pick your Landmark of Ghyran’s origin and/or flaw.
5. Choose a Curator.
6. Pick any Curator Upgrades.
7. Pick any other upgrades.
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.

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 SIZEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Imposing Monument
(100mm base or 105 x 70mm base)
1520
Spectacular Edifice
(130mm base, 120 x 92mm base or 150 x 95mm base)
2070
Breathtaking Monolith
(160mm base or 170 x 105mm base)
30120

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:

-
8
5+
-
Landmark of Ghyran
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):
Cover, Impassable

KEYWORDSFACTION TERRAIN
[GRAND ALLIANCE], [FACTION]


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:

Natural Landform
0DP
Artisan-Crafted Altar
-4DP

Make the following changes to your Landmark of Ghyran’s warscroll:
  • Change the Health characteristic to 12.

Formidable Bastion
-6DP

Make the following changes to your Landmark of Ghyran’s warscroll:
  • Change the Health characteristic to 12.
  • Change the Save characteristic to 4+.
Reinforced Metalith
-8DP

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.

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.

Origins
Passive
-2DP
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.

Passive
-4DP
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.

Passive
-4DP
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.

Passive
-4DP
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.

Flaws
Passive
+2DP
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.

Passive
+2DP
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.

Once Per Turn (Army), End of Your Turn
+2DP
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).

Passive
+4DP
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.


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.

Curator
-4DP
Add the following abilities to your Landmark of Ghyran’s warscroll:

Your Hero Phase
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’).

Your Movement Phase
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.

Passive
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.


Step 6 - Pick any Curator Upgrades

If your Landmark of Ghyran has a Curator, you can pick any number of Curator Upgrades for it.

UpgradeEffect
Conduit of Power
-1DP
Add the following ability to your Landmark of Ghyran’s warscroll:

Passive
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:

Your Hero Phase
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:

Passive
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:

Once Per Battle, Enemy Movement Phase
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.


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.

UpgradeEffect
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:

Passive
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 WEAPONSRngAtkHitWndRndDmg
Magical Bolts
Crit (2 Hits), Companion
12"34+3+1D3
RANGED WEAPONS
RngAtkHitWndRndDmg
Magical Bolts
Crit (2 Hits), Companion
12"34+3+1D3
Magical Defences
-3DP
Add the following ability to your Landmark of Ghyran’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Magical Defences
Crit (2 Hits), Companion
2D64+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Magical Defences
Crit (2 Hits), Companion
2D64+3+11
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:

Passive
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:

Any Combat Phase
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:

Once Per Turn, Reaction: Opponent declared a command for a unit within 12" of this terrain feature
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:

Once Per Battle, End of Your Turn
1
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.

Regiment of Ghyran

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.

Unless otherwise specified in the battlepack you are using, you can have 1 Regiment of Renown on your roster and this can be a Regiment of Ghyran. There is a roster addition page (that can be found here: ) where you can record information relating to your Regiment of Ghyran. A Regiment of Ghyran contains 2-4 units and can include a HERO. It costs points to add to your roster, as shown below.

There are 10 steps to follow to create this Regiment of Ghyran:
1. Set a destiny point limit.
2. Pick your Regiment of Ghyran’s origin and/or flaw.
3. Choose a Regiment Hero.
4. Pick an Archetype for your Regiment Hero.
5. Pick a Battle Mount for your Regiment Hero.
6. Pick any upgrades for your Regiment Hero.
7. Pick units.
8. Pick Battle Mounts for your units.
9. Pick any upgrades for your units.
10. Pick any idiosyncrasies for your Regiment of Ghyran

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.

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 SIZEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Acclaimed Retinue15150
Pre-eminent Warband30300
Illustrious Battalion50500

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.

Origins
Passive
-2DP
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.

Passive
-2DP
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.

Passive
-3DP
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.

Passive
-4DP
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.

Flaws
Reaction: You declared a command for a unit in this Regiment of Ghyran
+2DP
'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.

Passive
+2DP
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.

End of Any Turn
+2DP
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.

Passive
+4DP
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.


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:
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.

5"
5
5+
2
Regiment Hero
MELEE WEAPONSAtkHitWndRndDmg
Weapon of Renown34+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Weapon of Renown
2D64+3+11

KEYWORDSHERO, INFANTRY
[GRAND ALLIANCE], [FACTION]

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:

Wizard Hero
-4DP
Your Regiment Hero has the WIZARD (1) keyword.
In addition, replace your Regiment Hero’s melee weapon with the following weapon:

MELEE WEAPONSAtkHitWndRndDmg
Wizard’s Staff34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Wizard’s Staff
34+4+1D3
Priest Hero
-4DP
Your Regiment Hero has the PRIEST (1) keyword.
In addition, replace your Regiment Hero’s melee weapon with the following weapon:

MELEE WEAPONSAtkHitWndRndDmg
Holy Sceptre34+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Holy Sceptre
34+4+1D3

Gigantic Hero
-6DP
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 WEAPONSAtkHitWndRndDmg
Great Weapon of Renown
Crit (Mortal)
54+2+13
MELEE WEAPONS
AtkHitWndRndDmg
Great Weapon of Renown
Crit (Mortal)
54+2+13
Gargantuan Hero
-8DP
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 WEAPONSAtkHitWndRndDmg
Monstrous Weapon of Renown44+2+12
Massive Punches or Kicks24+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Monstrous Weapon of Renown
44+2+12
Massive Punches or Kicks
24+2+23

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.

REGIMENT HERO BATTLE MOUNTS

Ghyranite Steed
-3DP
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 WEAPONSAtkHitWndRndDmg
Ghyranite Steed’s Teeth, Hooves or Claws
Companion
25+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ghyranite Steed’s Teeth, Hooves or Claws
Companion
25+3+-1
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
-15DP
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 WEAPONSAtkHitWndRndDmg
Ghyranite Behemoth’s Jaws
Companion
54+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Ghyranite Behemoth’s Jaws
Companion
54+2+23
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 WEAPONSAtkHitWndRndDmg
Ghyranite Behemoth’s Jaws
Companion
54+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Ghyranite Behemoth’s Jaws
Companion
54+2+23
Passive
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.

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.

UpgradeEffect
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:

Passive
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:

Reaction: You declared a FIGHT ability for this unit
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 WEAPONSRngAtkHitWndRndDmg
Ghyranite Ranged Weapon12"33+3+11
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghyranite Ranged Weapon
12"33+3+11
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 WEAPONSRngAtkHitWndRndDmg
Ghyranite Heavy Ranged Weapon24"24+2+12
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghyranite Heavy Ranged Weapon
24"24+2+12

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.

5"
1
5+
1
-1DP
Ghyranite Warriors
MELEE WEAPONSAtkHitWndRndDmg
Ghyranite Weapons24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ghyranite Weapons
24+4+-1
This unit must contain at least 3 and no more than 10 models.
KEYWORDSINFANTRY
[GRAND ALLIANCE], [FACTION]
5"
2
4+
1
-2DP
Ghyranite Guardins
MELEE WEAPONSAtkHitWndRndDmg
Ghyranite Weapons24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ghyranite Weapons
24+4+-1
This unit must contain at least 3 and no more than 10 models.
KEYWORDSINFANTRY
[GRAND ALLIANCE], [FACTION]
6"
4
5+
2
-4DP
Ghyranite Elite Warriors
MELEE WEAPONSAtkHitWndRndDmg
Brutal Ghyranite Weapons44+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Brutal Ghyranite Weapons
44+2+12
This unit must contain at least 3 and no more than 10 models.
KEYWORDSINFANTRY
[GRAND ALLIANCE], [FACTION]
7"
1
5+
1
-1DP
Ghyranite Beasts
MELEE WEAPONSAtkHitWndRndDmg
Savage Jaws and Claws
Companion
34+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Savage Jaws and Claws
Companion
34+4+-1
Passive
BEAST
Effect: This unit has a maximum control score of 1.

This unit must contain at least 3 and no more than 6 models.
KEYWORDSBEAST
[GRAND ALLIANCE], [FACTION]
8"
8
5+
5
-8DP
Ghyranite Monster
MELEE WEAPONSAtkHitWndRndDmg
Monstrous Jaws and Claws54+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Monstrous Jaws and Claws
54+2+12
This unit must contain at least 1 and no more than 3 models
KEYWORDSMONSTER
[GRAND ALLIANCE], [FACTION]
8"
12
5+
10
-10DP
Ghyranite Gargant
MELEE WEAPONSAtkHitWndRndDmg
Monstrous Ghyranite Club44+2+12
Massive Punch or Kick24+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Monstrous Ghyranite Club
44+2+12
Massive Punch or Kick
24+2+23
This unit must contain at least 1 and no more than 3 models
KEYWORDSMONSTER
[GRAND ALLIANCE], [FACTION]
12"
8
5+
2
-8DP
Ghyranite Chariot
MELEE WEAPONSAtkHitWndRndDmg
Charioteer’s Ghyranite Weapons44+3+11
Ghyranite Steeds’ Teeth, Hooves or Claws
Companion
45+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Charioteer’s Ghyranite Weapons
44+3+11
Ghyranite Steeds’ Teeth, Hooves or Claws
Companion
45+3+-1
This unit must contain at least 1 and no more than 3 models
KEYWORDSWAR MACHINE
[GRAND ALLIANCE], [FACTION]
5"
10
4+
2
-10DP
Ghyranite Bombard
RANGED WEAPONSRngAtkHitWndRndDmg
Ghyranite Projectile Weapons24"24+2+2D6
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghyranite Projectile Weapons
24"24+2+2D6
MELEE WEAPONSAtkHitWndRndDmg
Crew’s Ghyranite Weapons24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Ghyranite Weapons
24+4+-1
This unit must contain at least 1 and no more than 3 models
KEYWORDSWAR MACHINE
[GRAND ALLIANCE], [FACTION]

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.

UNIT BATTLE MOUNTS

Ghyranite Mount
-2DP
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 WEAPONSAtkHitWndRndDmg
Ghyranite Mount’s Teeth, Hooves or Claws
Companion
25+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ghyranite Mount’s Teeth, Hooves or Claws
Companion
25+3+-1
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
-3DP
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 WEAPONSAtkHitWndRndDmg
Ghyranite Fiend’s Jaws
Companion
34+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Ghyranite Fiend’s Jaws
Companion
34+3+12
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
-10DP
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 WEAPONSAtkHitWndRndDmg
Ghyranite Colossus’s Maw
Companion
34+2+23
Ghyranite Colossus’s Claws
Companion
44+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Ghyranite Colossus’s Maw
Companion
34+2+23
Ghyranite Colossus’s Claws
Companion
44+2+12
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.

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.

UpgradeEffect
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 WEAPONSRngAtkHitWndRndDmg
Ghyranite Close-range Weapon
Shoot in Combat
12"24+3+-1
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghyranite Close-range Weapon
Shoot in Combat
12"24+3+-1
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 WEAPONSRngAtkHitWndRndDmg
Ghyranite Long-range Weapon24"24+4+-1
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghyranite Long-range Weapon
24"24+4+-1
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.

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.

IDIOSYNCRASIES

Once Per Battle Round (Army), Start of Battle Round
-1DP
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).

Passive
-2DP
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.

Passive
-2DP
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.

Passive
-1DP
FOREST DWELLERS: These warriors move through dense undergrowth with unnatural speed.

Effect: Add 1 to charge rolls for units in this Regiment of Ghyran.

Passive
-1DP
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.

Once Per Turn (Army), Your Movement Phase
-2DP
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.

Once Per Turn (Army), Reaction: Opponent declared a SHOOT ability
-2DP
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.

Once Per Battle (Army), Enemy Hero Phase
-3DP
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.

Once Per Turn (Army), Your Hero Phase
-4DP
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.
KEYWORDSBANISH

Passive
-4DP
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.

Reaction: Opponent declared the ‘Rally’ command for a unit within 12" of and visible to a unit in this Regiment of Ghyran
-3DP
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.

Once Per Turn (Army), End of Any Turn
-4DP
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.

Once Per Battle (Army), Enemy Combat Phase
-4DP
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.

Once Per Turn (Army), Your Movement Phase
-5DP
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.

Your Charge Phase
-5DP
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.
KEYWORDSCORE, MOVE, CHARGE

Once Per Turn (Army), Enemy Movement Phase
-5DP
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.

Once Per Turn (Army), Enemy Combat Phase
-5DP
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.

Once Per Battle (Army), Reaction: Opponent declared an ATTACK ability
-5DP
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.

Passive
-5DP
MASTER CLEANSERS: These warriors specialise in banishing corruption.

Effect: You can re-roll remediation rolls for units in this Regiment of Ghyran.

Once Per Battle (Army), End of Your Turn
-10DP
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.

1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.
1.3 Battle Profiles
The information you’ll need when building your army roster is found in each unit’s battle profile. The battle profile for a unit will be in the same publication as its warscroll (usually a battletome).

Battle profiles are regularly updated to improve balance. When we republish them, the new version takes precedence over versions with an earlier publication date or no publication date.
2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
3.6 Auxiliary Units
Auxiliary units allow you to take any 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 army 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 cannot be taken as auxiliary units.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown 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 Renown, that unit also counts as being part of that Regiment of Renown.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
3.4 Unique Units
You cannot include the same UNIQUE unit more than once in your army. UNIQUE units cannot be reinforced.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits, mount traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

Deployment Phase
DEPLOY REGIMENT: A mighty hero leads their retinue into battle.

Declare: Pick a regiment from your army roster to be the target. No units in that regiment can have already been deployed.

Effect: Keep using DEPLOY abilities without alternating until all units in that regiment have been deployed. You cannot pick units that are not in that regiment as the target of any of those DEPLOY abilities.
KEYWORDSDEPLOY
3.3 Reinforced Units
When you add a unit to your army 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. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
PURIFY THE LAND
Once Per Turn (Army), End of Any Turn
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

STALLED REINFORCEMENTS
Deployment Phase
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.
KEYWORDSDEPLOY

BOON OF VITALITY
Once Per Turn (Army), Any Movement Phase
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.

32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

5.4 Passive Abilities
Abilities that have the Passive timing are called passive abilities. Passive abilities are not declared. The effects of passive abilities always apply if the conditions of the ability are met, and they must be applied if it is possible to do so.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
BLISSFULLY UNAWARE
Deployment Phase
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.
KEYWORDSDEPLOY

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
2.1.1 Within and Wholly Within
A model is within a certain distance of something (e.g. another unit, a territory or an objective) if any part of its base is within that distance. A model is wholly within a certain distance of something if every part of its base is within that distance.

A unit is within a certain distance of something if any part of the base of any model in the unit is within that distance. A unit is wholly within a certain distance of something if every part of the bases of all of the models in the unit is within that distance.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

BLIGHTED WATERS
Once Per Turn (Army), Start of Enemy 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.

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.
Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.
Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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