Ravaged Coast

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

Books

BookKindEditionLast update
  Path to Glory: Ravaged Coast
  Path to Glory: Ravaged CoastExpansion4January 2025
  Rules Updates
  Rules UpdatesRulebook4January 2026

FAQ

Q:When building my Path to Glory roster, I can include regiments with units from different factions that are from the same grand alliance as my general. When I do so, can I use the battle traits or enhancements from that other faction?
A:
No, you can only use battle traits and enhancements from the faction that you picked for your Path to Glory army or from the universal enhancements included in Path to Glory: Ravaged Coast.
Q:Can I add spells or prayers from a manifestation lore to my Arcane Tome when first creating my army roster?
A:
No.
Q:Can I add spells from one of the universal manifestation lores (such as Forbidden Power) to my Arcane Tome?
A:
Yes.
Q:Do you have to include faction terrain (e.g. Gnawholes or awakened Wyldwoods) as part of your roster to use abilities that place them on the battlefield (i.e. ‘Splinters of the Vermindoom’ or ‘Treesong’)?
A:
No.
Q:Do battle formations, enhancements and lores cost points?
A:
No.
Q:Does the ‘Headshot’ ability of the Vanguard-Raptors with Longstrike Crossbows allow that unit to ignore the effect of the ‘Protect at all Costs’ ability on the Twisted by Rage battleplan?
A:
No.
Q:Can an army use a battle trait (such as ‘Treesong’ or ‘Splinters of the Vermindoom’) or an ability on a warscroll of a unit in their army during a battle to set up a faction terrain feature that is not on their roster?
A:
Yes.
Path to Glory Battlepack

Ravaged Coast

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: Ravaged Coast battlepack is set on Aqshy’s Ravaged Coast. This region east of Capilaria is beset by war; as vast hordes of Skaven push westward from the Gnaw, the combined forces of Order have set up huge defence lines along the mountains of the Adamantine Chain to curtail the ratmen’s advance.

As a result of the Skaven’s deviant schemes and destructive war contraptions, clusters of emberstone – the volatile realmstone of Aqshy – have been exposed throughout the region. Further emberstone deposits are suspected to lie below ground, and it is also rumoured that there is a veritable trove of the realmstone to be claimed at Hel’s Claw. Mustering small warbands, ambitious warriors from across the Bright Realm have ventured to the Ravaged Coast, intending to recover these valuable yet hazardous shards and beat their rivals to the treasure.

Path to Glory Roster

The bespoke Path to Glory roster used in this battlepack (Here you can find roster ) records your army’s progress and details your units, enhancements, emberstone stores 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: Ravaged Coast battleplan tells a different part of the story. You might find yourself fighting in the mountains of the Adamantine Chain, on the shoreline of the Ravaged Coast or in the inhospitable Hateful Shores.

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 emberstone shards, which you can spend to attract new recruits to bolster your army’s ranks, forge mighty weapons and upgrade your units.

The rules in this battlepack are independent of those found in the Path to Glory: Ascension battlepack in the Core Book. Therefore, none of the rules in the Ascension battlepack are used when playing through a Path to Glory: Ravaged Coast campaign.

All the rules in the Path to Glory section of your battletome can be used in a Path to Glory: Ravaged Coast 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: Ravaged Coast 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 Ravaged Coast armies, if your Path to Glory group agrees to start at a higher points limit, feel free to do so.

Getting Started

In this battlepack, you will start with a small army that will grow in size and become more experienced as the campaign progresses. 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 find roster

POINTS LIMIT
The points limit for the units on your starting Path to Glory roster is 1000 points. No more than 350 points can be spent on a single unit in your starting army (with the exception of HEROES in Sons of Behemat armies).

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 army’s 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 and at this website. 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’).

BATTLE FORMATIONS
You can pick 1 battle formation from your army’s faction.

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 auxiliary units (if any).
  • Pick your general’s Path.
  • Pick up to 2 spells if you have any WIZARDS.
  • Pick up to 2 prayers if you have any PRIESTS.

General

You must pick 1 HERO from your army’s 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, 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.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit lists any relevant keywords it has.

Regiments of Renown

Regiments of Renown are pre-built regiments, each with their own special abilities. Your Path to Glory army does not start with a Regiment of Renown. Only Ravaged Coast Regiments of Renown can be included in a Path to Glory: Ravaged Coast campaign, and the rules for each Ravaged Coast Regiment of Renown will specify which factions can include it.
  • A unit in a Ravaged Coast Regiment of Renown cannot be your general.
  • You cannot include more than 1 Ravaged Coast Regiment of Renown in your army.
  • Units in a Ravaged Coast 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 Ravaged Coast Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
  • You can pick an Army of Renown when picking your faction. If you do so, you must use its faction rules. You can still include a Ravaged Coast Regiment of Renown 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 Ravaged Coast Regiment of Renown do not gain your Army of Renown’s keyword.

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 Ravaged Coast Regiment of Renown cannot be taken as auxiliary units.

Reinforced Units

When you add a unit to your 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.

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

Your Path to Glory army does not start with a faction terrain feature.

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 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 10 Paths for HEROES and 6 Paths for non-HERO units in this battlepack. 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. For your general to embark on a Path, they must have the requisite keywords for that Path.

Unit Paths
During your campaign, you will find emberstone shards that can be spent in the aftermath sequence to allow your units to gain ranks and follow Paths.

Enhancements and Lores

Enhancements

Each set of faction rules includes a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. Your Path to Glory army does not start with any enhancements.

Gaining Enhancements
Over the course of your Path to Glory: Ravaged Coast campaign, you will be able to gain enhancements - heroic traits and artefacts of power - to give to your units (see Gain an Enhancement, Spell or Prayer). 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 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 that you will populate with spells and prayers from other lores as your campaign progresses.

Wizard or Priest?
If a unit is both a WIZARD and a PRIEST, it cannot use SPELL abilities and PRAYER abilities in the same phase.

ADDING YOUR STARTING SPELLS
You can pick 1 UNLIMITED spell from a spell lore available to your army’s faction and add that spell to the Arcane Tome section of your roster.

In addition, the first time a WIZARD is added to your roster, you can pick 1 spell from a spell lore available to their faction and add that spell to the Arcane Tome section of your roster.

ADDING YOUR STARTING PRAYERS
You can pick 1 UNLIMITED prayer from a prayer lore available to your army’s faction and add that prayer to the Arcane Tome section of your roster.

In addition, the first time a PRIEST is added to your roster, you can pick 1 prayer from a prayer lore available to their faction and add that prayer to the Arcane Tome section of your roster.

Arcane Tome
As your campaign progresses, you will get the chance to add more spells and prayers to your Arcane Tome. However, your Arcane Tome can hold no more than 6 spells and/or prayers. Once it has 6 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.

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: Ravaged Coast 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: Ravaged Coast campaign, certain battleplans are only unlocked once the players have collected enough emberstone shards or won battles. At the start of the campaign, battles are fought on the flanks of the Adamantine Chain. As the campaign progresses, the players can venture towards the shoreline of the Ravaged Coast and, eventually, to the damned isle of Hel’s Claw itself.

The player whose general has the lowest rank (see Paths) rolls on the Scorched Outskirts battleplan table to determine the battleplan. If both generals have the same rank, the players roll off and the winner rolls on the Scorched Outskirts battleplan table. Alternatively, the players can agree to pick the battleplan from the Scorched Outskirts battleplan table.

If at least 1 of the players has gained a total of 20 or more emberstone shards during the campaign, the players can agree to roll on the Gnaw’s Edge battleplan table instead of the Scorched Outskirts battleplan table.

If at least 1 of the players has won a battle using a battleplan from the Gnaw’s Edge battleplan table, the players can agree to roll on the Hateful Shores battleplan table instead of the Scorched Outskirts battleplan table.

If both of the players have won a battle using a battleplan from the Hateful Shores battleplan table, the players can agree to use the Hel’s Claw battleplan.



D6GNAW’S EDGE BATTLEPLANS
1-3Twisted by Rage
4-6Storm the Land Bridge




HEL’S CLAW BATTLEPLAN
Raid on Hel’s Claw

3. Set up the Battlefield

The battlefield can be any size, but the recommended minimum battlefield size is 44" × 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 the Ravaged Coast and the battleplan being fought. 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.

Emberstone Clusters

After the battlefield has been set up but before determining territories, one player rolls a D3 and adds 1 to the roll to determine how many emberstone clusters will be set up on the battlefield. If the battle is taking place in the Hateful Shores, roll a D6 instead of a D3.

Emberstone clusters are represented by 40mm round markers. The players take turns to set up emberstone clusters on the battlefield, starting with the player whose general has the lowest rank. If both generals have the same rank, the players roll off and the winner sets up the first emberstone cluster.

Emberstone clusters must be set up more than 6" from all battlefield edges, objectives and other emberstone clusters. If the battleplan you are using has neutral territory, the first 2 emberstone clusters must be set up in neutral territory more than 3" from either player’s territory and more than 6" from all battlefield edges, objectives and other emberstone clusters. Emberstone clusters can be set up on area terrain or accessible portions of unstable terrain that are less than 1" tall (Terrain, 1.4). If it is not possible to set up an emberstone cluster, it is not used in the battle.

For a more dramatic battlefield, feel free to make your own emberstone clusters and attach them to 40mm round bases. You could convert terrain, paint up rocks or even use your modelling skills to create them from scratch!

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 200 points more than their opponent’s, that player has an overwhelming force.

If a player has an overwhelming force, they must take the difference between the total points values of the two armies and subtract 200 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 150 points (350 − 200). They must then use the following ability in the deployment phase before any other DEPLOY abilities:

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



Stalled reinforcements can be set up on the battlefield using the following ability:

Once Per Turn (Army), Your Movement Phase
TIMELY ARRIVAL: Reserve units arrive to swing the pendulum of battle in their general's favour.

Declare: Pick a friendly stalled reinforcement to be the target.

Effect: Roll a dice. On a 4+, set up the target in friendly territory, wholly within 6" of a bat tlefield 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.

Twists

One player determines which twist table will be used this battle by rolling on the table below.

D6TWIST TABLE
1No twist table is used this battle.
2Volcanic Incandescence
3Mounting Corruption
4Ash storm
5Ragin Winds
6The player whose general has the lowest rank picks which twist table to use. lf both generals have the same rank, roll again on this table.

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), follow these rules to determine which player is the underdog for that battle round:

1. If one player went second in the previous battle round and chose to go first in the current battle round, their opponent is the underdog.
2. If the above does not apply but one player has gained more emberstone shards during the campaign, their opponent is the underdog.
3. If neither of the above apply, there is no underdog for this battle round. Instead, the players roll off and the winner rolls on the twist table and applies the effect as though they were the underdog.

VOLCANIC INCANDESCENCE
D6TWIST
1-2Steam Vent: The underdog can pick a terrain feature within neutral territory. If there are no terrain features within neutral territory, the underdog can pick any terrain feature on the battlefield instead. Inflict D3 mortal damage on each unit within 1" of that terrain feature.
3-4Magmic Blast: The underdog can pick an objective. Roll a D3 for each unit contesting that objective. On a 2+, inflict an amount of mortal damage on that unit equal to the roll. If there are no objectives on the battlefield, this twist has no effect
5Pyroclastic Flow: The underdog can pick a friendly unit. Add 1 to charge rolls for that unit for the rest of the battle round.
6Emberstone Uncovered: The underdog can set up an additional emberstone cluster on the battlefield. It must be set up more than 6" from all units, other emberstone clusters, objectives and battlefield edges. If this is not possible, this twist has no effect.


MOUNTING CORRUPTION
D6TWIST
1-2Verminous Infestation: The underdog can pick an enemy unit that is contesting an objective that the underdog controls, That unit has STRIKE-LAST for the rest of the battle round.
3-4Unnatural Empowerment: The underdog can pick a friendly unit. Add 5 to that unit’s control score for the rest of the battle round.
5Rabid Plunderers: For the rest of the battle round, when using the 'Collect Emberstone' ability, the underdog can re-roll the dice.
6Emberstone Uncovered: The underdog can set up an additional emberstone cluster on the battlefield. It must be set up more than 6" from all units, other emberstone clusters, objectives and battlefield edges. If this is not possible, this twist has no effect.


ASH STORM
D6TWIST
1-2Cinder Squall: The underdog can pick a friendly unit. For the rest of the battle round, that unit cannot be picked as the target of shooting attacks made by units more than 12" from it.
3-4Claggy Sands: The underdog can pick an enemy unit. Subtract 2 from run rolls for that unit for the rest of the battle round.
5Soot Rain: For the rest of the battle round, no mortal damage is inflicted on units in the underdog’s army by the 'Retreat' ability.
6Emberstone Uncovered: The underdog can set up an additional emberstone cluster on the battlefield. It must be set up more than 6" from all units, other emberstone clusters, objectives and battlefield edges. If this is not possible, this twist has no effect.


RAGING WINDS
D6TWIST
1-2Blistering Wrath: The underdog can pick a friendly unit. Add 1 to wound rolls for that unit’s combat attacks for the rest of the battle round.
3-4Untempered Indignation: The underdog can pick an objective. Add 1 to hit rolls for combat attacks made by friendly and enemy units that target units contesting that objective for the rest of the battle round.
5Furious Storm: The underdog can pick a friendly unit. For the rest of the battle round, add 1 to the Attacks characteristic of that unit’s melee weapons while it is in combat with an enemy unit that charged in the same turn.
6Emberstone Uncovered: The underdog can set up an additional emberstone cluster on the battlefield. It must be set up more than 6" from all units, other emberstone clusters, objectives and battlefield edges. If this is not possible, this twist has no effect.

Ravaged Coast Abilities

When fighting battles in a Path to Glory: Ravaged Coast campaign. armies have access to abilities that represent the scorching, twisted environment of Aqshy’s Ravaged Coast.

Passive
AQSHIAN ANGER: Aqshy is a land of fire, and a red-hot temperament burns within all those who fight here.

Effect: If a unit uses the 'All-out Attack' command, add 1 to hit rolls for attacks that target that unit for the rest of the phase.


If you are using any Path to Glory: Ravaged Coast battleplan, the following passive ability applies to all units:

Once Per Turn, End of Your Turn
POISONED DOMAIN: The Ravaged Coast is a tainted horrorscape, its air toxic and its land warping in a manner deadly to any that dare to trespass.

Declare: Pick all units (friendly and enemy) within 1" of any terrain features to be the targets.

Effect: Roll a dice for each target. On a 1, inflict D6 mortal damage on the target.

Emberstone

Emberstone Clusters

An emberstone cluster is a particularly large outcrop of emberstone that can be contested in the same manner as an objective and can be picked up and carried by a unit using the ‘Collect Emberstone’ ability below. Models can move over and end a move on an emberstone cluster. If an emberstone cluster is on the border between territories, it is within all those territories but wholly within none of them. Emberstone clusters do not block visibility.

Once Per Turn (Army), End of Your Turn
COLLECT EMBERSTONE: Your warriors use this moment of respite to gather a large cluster of emberstone crystals.

Declare: Pick an emberstone cluster on the battlefield and determine control of it as if it were an objective (Core Rules, 32.2). If you control that emberstone cluster, pick a friendly unit within 3" of it that is not in combat and does not have an emberstone token to be the target.

Effect: Roll a dice. On a 1, inflict D3 mortal damage on each unit within 3" of that emberstone cluster, then remove that emberstone cluster from the battlefield. On a 2-6, remove that emberstone cluster from the battlefield and give the target an emberstone token.


Units that have an emberstone token are affected by the ‘Filled with Fury’ ability below.

Passive
FILLED WITH FURY: Simply holding emberstone can see warriors abandon their training and Jail into volcanic anger.

Effect: While a unit has an ember stone token:
  • Subtract 1 from save rolls for that unit.
  • Add 1 to wound rolls for attacks made by that unit.


When a unit that has an emberstone token is destroyed, before removing the last model in that unit from play, remove its emberstone token and set up an emberstone cluster within 1" of that model. The emberstone cluster cannot be set up on an objective or on another emberstone cluster. If it is not possible to set up the emberstone cluster on the battlefield, it is lost.

If a unit that has an emberstone token is destroyed by a FIGHT ability and the unit that used that FIGHT ability does not already have an emberstone token, instead of setting up an emberstone cluster on the battlefield, the player whose unit used that FIGHT ability can give that unit that emberstone token.

Emberstone Dig Sites

In Path to Glory: Ravaged Const battleplans, objectives represent locations where there are suspected emberstone deposits. At the end of the battle, both players can use the following ability once for each objective they control (if any), starting with the player who took the first turn in the final battle round.

End of Final Battle Round
DIG FOR EMBERSTONE: You believe that you have found a rich seam of emberstone, but these magical fragments may have burned out - or burn too bright ...

Declare: Pick an objective that you control to be a dig site. You cannot pick the same objective more than once per battle. Then, pick a friendly unit that is not in combat and is contesting that dig site to be the target.

Effect: Roll a dice. On a 1, inflict 1 battle wound on the target. On a 4+, give the target an emberstone token.

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, at 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 hero phase, 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, even though the miniatures are the same. 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, 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 battle is a draw.

The Aftermath Sequence

Once the battle is over, both players should resolve the aftermath sequence.

Renown Points
While some Path to Glory battlepacks use renown points to represent the experience earned by your units, this battlepack uses emberstone shards instead.

If any of your units have abilities through which they gain renown points, you should track how many renown points they gain during the battle and then convert those renown points into emberstone shards in step 1 of the aftermath sequence.

Campaign Victory

The campaign ends after one player has won a major victory using the Hel’s Claw battleplan. That player earns the Ravaged Coast emberstone trophy, which can be recorded on their roster.

With the emberstone trove recovered, there is little left for the armies to fight over, and most quickly leave the Ravaged Coast to find their fortunes elsewhere in the Mortal Realms. Their Path to Glory is not yet over…

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 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.
Converting Renown Points
If any of your units gained renown points during the battle, you can convert them into emberstone shards at a rate of 5 renown points for 1 emberstone shard. Any renown points left over are lost.

The aftermath sequence is divided into the following steps:
1. Gain Emberstone Shards
2. Manage Your Path to Glory Roster
3. Spend Emberstone Shards
4. Tend to Battle Wounds and Battle Scars

1. Gain Emberstone Shards

After each Path to Glory: Ravaged Coast battle, tally up the emberstone shards that your warriors recovered from the battlefield as follows:
  • If you won the battle, you gain 3 emberstone shards. If you lost the battle, you gain D3 emberstone shards. If the battle was a draw, you gain D3 emberstone shards and can re-roll the dice once.
  • If you fought a battle using a Hateful Shores battleplan, you gain D3 additional emberstone shards.
  • For each emberstone token your army had at the end of the battle, you gain 1 emberstone shard.
Add all of these emberstone shards to your emberstone vault. There is also space on your roster to keep track of the total number of emberstone shards your army has gained throughout the campaign.

2. Manage Your Path to Glory Roster

In this step, you can make any of the following adjustments to your Path to Glory roster:
1. Promote a HERO
2. Retire units
3. Manage enhancements
4. Change your general
5. Change a unit’s Path

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.

Retire Units

lf you wish to remove any units from your Path to Glory roster, you can remove them in this step. If you do so, you receive a number of refunded emberstone shards for each retired unit, as shown in the table below. Add those emberstone shards to your emberstone vault. Any enhancements gained by that unit are lost.

RETIRED UNITREFUNDED EMBERSTONE SHARDS
Points value of 0-1001
Points value of 101-2001
Points value of 201-3002
Points value of 301-4003
Points value of 401-5004
Points value of 501-6005
Points value of 601+5

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 Path to Glory roster, should you wish.

Change Your General

You can pick any eligible HERO on your roster to replace your general. Your general first suffers D3 battle wounds, 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
The HERO that was previously your general retains all the enhancements that they have gained. While they may have been usurped from their position of power, their contingency plans enabled them 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 and reduce that unit’s rank by 1. 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 Ruler and had gained the Mighty rank, if you changed their Path to the Path of the Brawler, that HERO would embark on that Path at the Elite rank. You would then pick 1 Aspiring ability and 1 Elite ability from the Path of the Brawler for that HERO.

3. Spend Emberstone Shards

You can either keep your emberstone shards in your vault or spend some or all of them to perform the following actions:


Each action can only be performed once per aftermath sequence. Detailed rules for each action are found here.

To perform an action, you must spend the number of emberstone shards shown in the Emberstone Upgrades table opposite and then remove that number of shards from your emberstone vault. You cannot spend more emberstone shards than you have in your vault.
EMBERSTONE UPGRADES
ACTIONEMBERSTONE SHARDS
Progress along a Path
Unit embarks on a Path and earns the Aspiring rank1
Unit earns the Elite rank2
Unit earns the Mighty rank4
Unit earns the Legendary rank6
Gain an enhancement, spell or prayer
Enhancement3
Spell or prayer2
Recruit warriors
Points value of 0-1002
Points value of 101-2003
Points value of 201-3004
Points value of 301-4006
Points value of 401-5008
Points value of 501-60010
Points value of 601+15
Acquire a faction terrain feature3
Create an emberstone-enhanced weapon2
Hire a Ravaged Coast Regiment of Renown2


Spending Emberstone Shards Example
Jimbo and Sam have finished a Path to Glory battle and are about to go through the aftermath sequence. Including the emberstone shards gained during this battle, Jimbo has 8 emberstone shards in his vault.

In this battle, his Tree-Revenants performed better than expected, and so he spends l emberstone shard to reward them with a Path. He picks the Path of the Antagonists, as Tree-Revenants are a non-HERO INFANTRY unit, and decides that the ’Aggressive Attackers’ ability is perfect for them. He writes this Aspiring ability on his roster.

Jimbo then spends 3 emberstone shards to gain an enhancement for his Treelord Ancient general, Rustleleaf Groveroot. He picks the ’Brash and Angry’ heroic trait as this fits the Sylvaneth warrior’s temperament. He writes this in the box next to hls general on his roster.

With only 4 emberstone shards left in his vault, Jimbo spends 3 emberstone shards on hls army’s faction terrain feature, an Awakened Wyldwood, so they can use their ’Walk the Hidden Paths’ ability more easily. limbo writes this in the faction terrain feature box on his roster.

Jimbo does not have enough emberstone shards to recruit any new units, create an emberstone-enhanced weapon or hire a Ravaged Coast Regiment of Renown. He has 1 emberstone shard left in his vault.

Emberstone Actions

Progress Along a Path

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 by spending emberstone shards.

If a unit has not embarked on a Path, you can choose a Path for it, then remove 1 emberstone shard from your vault. A unit embarking on a Path starts at the Aspiring rank.

If a unit is already on a Path, you can choose for it to earn the next rank, then remove the number of emberstone shards shown on the Emberstone Upgrades table from your vault. Ranks must be earned sequentially; a unit cannot ‘skip’ ranks and go from Aspiring to Mighty, for instance.

Gain an Enhancement, Spell or Prayer

Emberstone shards can be spent to gain 1 enhancement (e.g. a heroic trait, artefact of power or unique enhancement), 1 spell or 1 prayer for your army

To gain an enhancement, pick 1 enhancement from a universal enhancement table or from an enhancement table in your army’s faction rules. Give it to an eligible non-UNIQUE unit in your army, then remove the requisite number of emberstone shards from your vault. Remember that 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.

To gain a spell or prayer, pick 1 spell or 1 prayer either from a universal lore table or from a spell lore, prayer lore or manifestation lore available to your army’s faction or to the faction of a WIZARD or PRIEST on your roster. Add it to your Arcane Tome, then remove the requisite number of emberstone shards from your vault.

Universal Lores and Enhancements
This battlepack includes heroic traits, artefacts of power, a spell lore and a prayer lore that can be used by any faction (See Ravaged Coast Universal Enhancements and Lores). Alternatively, your army’s battletome will include faction-specific enhancements and lores that you can pick from instead.

Recruit Warriors

You can either add 1 new unit to your Path to Glory roster or reinforce 1 of your existing units.

Adding a new Unit

Pick eligible unit. Add that unit to your roster at its minimum unit size, then remove the requisite number of emberstonc shards from your vault based on the points value of that unit.

Reinforcing a Unit

Pick 1 eligible unit on your roster. Reinforce that unit (see Reinforced Units), then remove the requisite number of emberstone shards from your vault based on the unreinforced points value of that unit.

Acquire a Faction Terrain Feature

If you do not already have a faction terrain feature, you can add 1 faction terrain feature to your roster. Then, remove the requisite number of emberstone shards from your vault.

Create an Emberstone-Enhanced Weapon

The weaponsmiths in your camp can forge experimental weapons that are augmented with emberstone. These artefacts of power are called emberstone-enhanced weapons. Each of these weapons is unique, and so each one counts as a different artefact of power. However, they are unpredictable and unstable, presenting as much danger to those who use them as to those who are targeted by them.

Forging an Emberstone-Enhaced Weapon

You can forge 1 emberstone-enhanced weapon by removing 2 emberstone shards from your vault and following the instructions in the Emberstone Forge. Then, give the cmberstone-enhanced weapon to an eligible HERO on your Path to Glory roster that does not already have an artefact of power.

If the emberstone-enhanced weapon is a ranged weapon and that HERO already has a non-Companion ranged weapon on their warscroll, you must pick 1 of that HERO’s non-Companion ranged weapons and replace it with the emberstone-enhanced weapon.

If the emberstone-enhanced weapon is a melee weapon, you must pick 1 non-Companion melee weapon on that HERO’s warscroll and replace it with the emberstone-enhanced weapon.

If an emberstone-enhanced weapon that replaced a weapon on a HERO’s warscroll is destroyed, immediately remove that emberstone-enhanced weapon from that HERO’s warscroll and replace it with the original weapon.

Unstable Emberstone-Enhanced Weapons

Roll a dice for each emberstone-enhanced weapon in your army that was not forged in this aftermath sequence. On a 1, that emberstone-enhanccd weapon is destroyed (see above), and the HERO who had it suffers 1 battle wound.

Hire a Ravaged Coast Regiment of Renown

During your travels in Aqshy, you meet other famous warriors that you can hire to join your forces. Pick 1 Ravaged Coast Regiment of Renown. Add it to your roster as a new regiment, then remove the requisite number of emberstone shards from your vault.

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

Determine Battle Wounds

  • Each unit that was destroyed during the battle suffers D3 battle wounds.
  • Any units carrying emberstone may have suffered ill effects through prolonged exposure. Roll a dice for each unit that had an emberstone token at the end of the battle. On a 1-4, that unit suffers 1 battle wound. On a 5+, that unit is unaffected.

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 four 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 bellow. 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.

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.

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, you can pick a Path for them to embark on at the Aspiring rank without spending any emberstone shards.

If there are no other HEROES on your roster (and you did not have enough emberstone shards to recruit a new one in step 3 of the aftermath sequence), there is no one left to command your warriors and they swiftly slip away from your encampment. Your story has ended and your army’s exploits fade into obscurity. If you wish to continue in this campaign, you must start a new Path to Glory: Ravaged Coast 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. Subtract 1 from casting rolls, chanting rolls and hit rolls for drained units. 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.

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

Battle Scar Tables

D6SERIOUS BATTLE SCARS
1-2
Passive
SMOULDERING SCARS: Traces of flame lick within these lacerations, seeing rile bearer contort with pain.

Effect: At the end of the battle, roll a dice. On a 5+, this unit suffers D3 battle wounds.

3-4
Passive
UNYIELDING BLISTERS: Attempts to tend these warriors' wounds sees them break out in agonising red-raw blisters.

Effect: Damage points allocated to this unit cannot be healed.

5-6
Passive
SCORCHED LIMBS: Caught by a gout of steam or lava-plume, these warriors' limbs are charred and weakened.

Effect: Subtract 1 from run rolls and charge rolls for this unit.



D6SEVERE BATTLE SCARS
1-2
Passive
BLOOD-DEEP CORRUPTION: Too much inhaled warp-dust sees these warriors' veins pulse green as their endurance 'is sapped.

Effect: This unit cannot use RUN or RETREAT abilities.

3-4
Passive
WARP-RUST: Proximity to the Gnaw has seen the weapons of these warriors grow dull.

Effect: Each time you declare a FIGHT ability for this unit, as a reaction, roll a dice. On a 4+, for the rest of the turn, this unit’s non-Companion melee weapons cannot be affected by weapon abilities.

5-6
Passive
ENDLESS CHITTERING: The shrieking of vermin periodically overwhelms these warriors' senses, driving all wit from them.

Effect: Each time you declare a command for this unit, as a reaction, roll a dice. On a 4+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost.



D6CRITICAL BATTLE SCARS
1-2
Passive
HISSING WHEEZES: The corruption emanating from the Gnaw has poisoned these warriors, blighting them with fatigue - and their sputterings now carry a rat-like edge...

Effect: This unit has STRIKE-LAST.

3-4
Passive
ASH-BLIGHTED: Having waded through too many scalding ash-storms, these warriors are covered in pumice-grey cystsand find their motions slowed.


Effect: Subtract 1 from the Attacks characteristic of this unit’s weapons.

5-6
Passive
RAGING AGONIES: Like a volcano suddenly erupting or a temper snapping, the pain of these warriors' injuries flares up without warning.

Effect: Each time you declare a non-CORE ability for this unit, as a reaction, roll a dice. On a 5+, that ability has no effect.

Battleplans

Battleplan

Rift in the Peaks

In a cleft within the Adamantine Chain, burning hot clusters of - emberstone have been uncovered. Roaming armies must descend upon them quickly and establish positions to beat back those who would claim their prize.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Northern Territory and which player uses the Southern Territory. If the players have the same total number of emberstone shards, roll off and the winner picks.

OBJECTIVES
Set up 3 objectives as shown on the map.

DEPLOYMENT
The player who assigned territories begins deployment.

GLORIOUS VICTORY
Victory points are scored as follows:
  • Fortified Position: Each player scores 1 victory point at the end of their turn for each objective they control that is not contested by any enemy units.


Battleplan

Rise Through the Ashes

Struggling their way through a vale of pyroclastic ashes, two armies find themselves in opposition at a key juncture. The winner will find it far easier to force a path towards the shoreline of the Ravaged Coast.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Northern Territory and which player uses the Southern Territory. If the players have the same total number of emberstone shards, roll off and the winner picks.

OBJECTIVES
Set up 3 objectives as shown on the map.

DEPLOYMENT
The player who assigned territories begins deployment.

GLORIOUS VICTORY
Victory points are scored as follows:
  • Take and Hold: Each player scores 1 victory point at the end of their turn for each objective they control.


Battleplan

Standing on Skulls

Concentrated emberstone has left this overrun redoubt surrounded by corpses. Wrath clings to the rocks and stone, driving those who roam here into a frenzy…

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Western Territory and which player uses the Eastern Territory. If the players have the same total number of emberstone shards, roll off and the winner picks.

DEPLOYMENT
The player who assigned territories begins deployment.

GLORIOUS VICTORY
Victory points are scored as follows:
  • Monster Hunters: Each player scores 2 victory points at the end of their turn for each enemy MONSTER they destroyed in that turn.
  • Destroy their Ranks: Each player scores 1 victory point at the end of their turn for each enemy non-MONSTER unit they destroyed in that turn.


Battleplan

Ransack the Encampment

Unclaimed and defensible portions of the Adamantine Chain are a rarity. But even these are not unassailable; one army has crept through the night towards the camp of another and now seeks to burn them from the land.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player is the defender and which player is the raider. If the players have the same total number of emberstone shards, roll off and the winner picks.

OBJECTIVES
Set up 3 objectives as shown on the map.

DEPLOYMENT
The player who assigned roles begins deployment. Units can be set up more than 6" from enemy territory instead of more than 9" from enemy territory.

GLORIOUS VICTORY
Victory points are scored as follows:
  • Take and Hold: Each player scores 1 victory point at the end of their turn for each objective they control.
  • Lay Them Low: The raider scores 1 victory point at the end of each turn for each enemy unit they destroyed in that turn.


Battleplan

Blood in the Valleys

It is difficult to navigate the passes of the Adamantine Chain in force. Though to do so allows the mightier-looking army to concentrate its power, it also leaves it vulnerable to enemies better able to adapt to the terrain.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Combined Territory and which player uses the Split Territories. If the players have the same total number of emberstone shards, roll off and the winner picks.

DEPLOYMENT
The player who assigned territories begins deployment.

GLORIOUS VICTORY
The player with the most friendly units wholly within neutral territory at the end of the battle wins a major victory.

If both players have the same number of friendly units in neutral territory at the end of the battle, the battle is a draw.


Battleplan

Light the Fires

A path towards the edge of the Gnaw has been found, but it is choked by corrupted, boiling smog. Ancient braziers stand here that, when lit, could cleanse the air for a time. Inevitably, these sites are bitterly fought over.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Western Territory and which player uses the Eastern Territory. If the players have the same total number of emberstone shards, roll off and the winner picks.

OBJECTIVES
Set up 2 objectives as shown on the map.

DEPLOYMENT
The player who assigned territories begins deployment.

GLORIOUS VICTORY
Victory points are scored as follows:
  • Take and Hold: Each player scores 1 victory point at the end of their turn for each objective they control.


Battleplan

Twisted by Rage

To spend time in Aqshy is to see one’s soul become increasingly filled with ire, and this effect is heightened by the corruption of the Chain’s eastern foothills. One army has been engulfed by a bitter wrath, and they are resolved to hunt down and slaughter their rival at any cost.

THE ARMIES
The player who has the lowest total number of emberstone shards is the mark and the other player is the executioner. If the players have the same total number of emberstone shards, roll off and the winner picks which player is which.

DEPLOYMENT
The executioner begins deployment. The mark can set up their units wholly within their territory instead of more than 9" from enemy territory.

PROTECT AT ALL COSTS
While the mark’s general is affected by the ‘Guarded Hero’ ability, they cannot be picked as the target of shooting attacks made by units more than 3" from them instead of more than 12" from them.

GLORIOUS VICTORY
At the end of the battle:
  • If the mark’s general has been destroyed, the executioner wins a major victory.
  • If the mark’s general has not been destroyed, the mark wins a major victory.


Battleplan

Storm the Land Bridge

Isthmuses like the Castbridge or Burningbridge are the surest way to gain access to the Ravaged Coast’s shores. Armies often find themselves racing neck and neck to force their way across, even as the strips of land quiver with tectonic instability.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Northern Territory and which player uses the Southern Territory. If the players have the same total number of emberstone shards, roll off and the winner picks.

OBJECTIVES
Set up 1 objectives as shown on the map.

DEPLOYMENT
The player who assigned territories begins deployment.

HOLD FAST!
While a unit is contesting the objective, it has STRIKE-LAST.

GLORIOUS VICTORY
The player who controls the objective at the end of the battle wins a major victory. If neither player controls the objective at the end of the battle, the battle is a draw.


Battleplan

Beneath the Shadow of Brazenskull

The osseous flanks of Brazenskull Volcano are studded with emberstone weapons left in offerings. These are worthy boons to secure before assaulting Hel’s Claw, but an army that becomes too focused on their prize risks being utterly surrounded.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Border Territories and which player uses the Central Territory. If the players have the same total number of emberstone shards, roll off and the winner picks.

OBJECTIVES
Set up 3 objectives as shown on the map.

DEPLOYMENT
The player who assigned territories begins deployment.

GLORIOUS VICTORY
The player who controls the most objectives at the end of the battle wins a major victory. If both players control the same number of objectives at the end of the battle, the battle is a draw.


Battleplan

Assault on the Sea Cave

The sea caverns that yawn wide across the Ravaged Coast are excellent places for armies to encamp and store their arcane riches in. This does, however, make them appealing targets for enemies looking to make a smash-and-grab raid.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player is the ransacker and which player is the hoarder. If the players have the same total number of emberstone shards, roll off and the winner picks.

OBJECTIVES
Set up 4 objectives as shown on the map.

DEPLOYMENT
The player who assigned roles begins deployment. Units can be set up more than 3" from enemy territory instead of more than 9" from enemy territory.

SMASH AND GRAB
At the end of each battle round, the ransacker can remove either 1 or 2 objectives that they control.

GLORIOUS VICTORY
At the end of the battle:
  • If there are no objectives on the battlefield, the ransacker wins a major victory.
  • If there is 1 objective on the battlefield, the battle is a draw.
  • If there are 2 or more objectives on the battlefield, the hoarder wins a major victory.


Battleplan

Along the Crumbling Coast

Shredded by the spasmodic birth-fury of the Gnaw, the Ravaged Coast crumbles and reforms by the day. Armies fight desperately to secure any patch of tainted land, and what seems a great gain one moment can appear meagre the next.

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Crumbling Territories and which player uses the Reformed Territories. If the players have the same total number of emberstone shards, roll off and the winner picks.

OBJECTIVES
Set up 3 objectives as shown on the map.

DEPLOYMENT
The player who assigned territories begins deployment.

GLORIOUS VICTORY
Victory points are scored as follows:
  • Take and Hold: Each player scores 1 victory point at the end of their turn for each objective they control.
  • Fortified Position: Each player scores 1 victory point at the end of their turn for each objective they control that is not contested by any enemy units.


Battleplan

Raid on Hel's Claw

Having crafted makeshift rafts or secured some form of transport, armies converge on the shores of Hel’s Claw. A glowing trove of emberstone draws them to battle - but even should their enemies fall, simply handling the volatile realmstone may prove too much...

THE ARMIES
The player who has the lowest total number of emberstone shards picks which player uses the Warped Territories and which player uses the Scoured Territories. If the players have the same total number of emberstone shards, roll off and the winner picks. Both players split their armies into 2 contingents. Each contingent must have as close to the same number of units as possible.

OBJECTIVES
Set up 1 objective as shown on the map to be the emberstone trove.

DEPLOYMENT
The player who assigned territories begins deployment. Each player must deploy 1 contingent wholly within their territory A and the other wholly within their territory B.

SEIZE THE TROVE!
Both players can use the following ability:

End of Your Turn
SEIZE THE TROVE!: The prize is within reach ...

Declare: If you control the emberstone trove, pick a friendly unit within 3" of it that is not in combat and does not have an emberstone token to be the target.

Effect: Remove the emberstone trove from the battlefield and give the target a trove token. The target is now the carrier.


The carrier cannot have a trove token and an emberstone token at the same time.

The carrier cannot be removed from the battlefield by an ability that would allow it to be set up elsewhere on the battlefield.

If the carrier is destroyed, before removing the last model in that unit from play, remove its trove token and set up the emberstone trove on the battlefield as close to that model as possible, not on an objective and not on an emberstone cluster.

EVER-BURNING COALS
Both players must use the following ability in each of their turns if a unit in their army is the carrier:

Once Per Turn, Your Movement Phase
EVER-BURNING COALS: Emberstone is a volatile substance, liable to rage out of control and scorch to the touch.

Effect: If a unit in your army is the carrier, roll a dice. On a 2+, inflict an amount of mortal damage on it equal to the roll.

If the carrier is a MONSTER, inflict X+4 mortal damage on it instead, where X is an amount equal to the roll.


GLORIOUS VICTORY
At the end of the battle:
  • The player whose unit is the carrier wins a major victory.
  • If the emberstone trove is on the battlefield, the battle is a draw.

Paths

Path of the Brawler

(HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Your Charge Phase
DEPENDABLE ASSAULT: Though not the swiftest, this warrior will reach the front in due time.

Effect: lf this unit is not in combat and has not used a RUN or RETREAT ability this turn, it can move a distance of 7". This unit can pass through the combat ranges of enemy units but it must end that move within ½" of a visible enemy unit. If it does so, this unit bas charged.
KEYWORDSCORE, MOVE, CHARGE

Passive
FIRST TO THE FIGHT: First to strike, first to triumph: that is this hero's mantra.

Effect: Add 2 to charge rolls for this unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
VETERAN'S EYE: This warrior has a knack for knowing just where to strike.

Effect: Add 1 to hit rolls for this unit’s combat attacks.

Passive
POWERFUL BRUISER: Each blow from this battle-hardened hero leaves a mark.

Effect: Add 1 to wound rolls for this unit’s combat attacks.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Combat Phase
RECKLESS BRUTALITY: Offence is the best form of attack - so sayeth this warrior, anyway.

Effect: For the rest of the phase:
  • Subtract 1 from save rolls for this unit.
  • Add 2 to the Rend characteristic of this unit’s weapons.

End of Any Turn
DEATHDEALER: Every hewing strike from this warrior can fell beasts or sunder serried ranks.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Deployment Phase
DEVASTATING STRENGTH: This warrior's raw physical power is the stuff of legend.

Effect: Pick 1 of this unit’s melee weapons. Add 1 to the Damage characteristic of that weapon for the rest of the battle.

Passive
FLURRY OF ATTACKS: This hero wades through foes in a blur of thrusts, chops and slashes.

Effect: Add 2 to the Attacks characteristic of this unit’s melee weapons.


Path of the Ruler

(HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Charge Phase
LEAD BY EXAMPLE: This hero knows their place: leading from the front.

Declare: If this unit charged this phase, pick another friendly unit wholly within 12" of it to be the target.

Effect: You can re-roll charge rolls for the target for the rest of the phase.

Any Hero Phase
INSPIRATIONAL: This hero exhorts their warriors to achieve greatness.

Declare: Pick a friendly non-HERO unit wholly within 12" of this unit to the target.

Effect: Roll 2D6. Add the roll to the target’s control score for the rest of the turn.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Combat Phase
STAND FIRM: None would willingly disgrace themselves before this leader.

Declare: Pick this unit and a friendly non-HERO unit within its combat range to be the targets.

Effect: For the rest of the tmn, if either target uses the 'All-out Defence' command, the other target can also use the same command in the same phase and no command points are spent to use the command a second time.

Passive
MAGNIFICENT FURY: This hero's righteous blows inspire those around them.

Effect: While this unit is in combat, add 1 to wound rolls for combat attacks made by other friendly units while they are within this unit’s combat range.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Combat Phase
DRILLMASTER: This hero expects the best from those they command.

Declare: If this unit is in combat, pick another friendly unit within its combat range to be the target.

Effect: Pick 1 of the target’s melee weapons. Add 1 to the Rend characteristic of that weapon for the rest of the turn.

End of Any Turn
MARTIAL EXEMPLAR: Warriors cannot help but seek to emulate this hero's warlike example.

Declare: lf this unit destroyed an enemy unit this turn, pick another visible friendly unit wholly within 12" of this unit to be the target.

Effect: Until the end of the next battle round, add 1 to the Attacks characteristic of the target’s melee weapons.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn (Army), Your Hero Phase
'TO ARMS!': The loyalty this leader inspires sees their warriors rush to aid them.

Declare: If this unit is in combat, pick another friendly unit wholly within 12" of this unit that is in combat to be the target.

Effect: The target can immediately use a FIGHT ability as if it were the combat phase.

Enemy Combat Phase
DECISIVE STRIKE: A single, stirring moment of heroism can change the course of a battle.

Declare: If this unit is not in combat, pick each friendly unit within its combat range that is not in combat to be the targets.

Effect: Each target can move D6". The targets can pass through the combat ranges of enemy units and can end that move in combat.


Path of the Duellist

(INFANTRY HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
DEFLECTION: This warrior easily turns aside meaningful blows.

Effect: Weapon abilities that apply on a critical hit have no effect on attacks that target this unit.

Passive
TAKE THE LEAD: Victory demands bold strikes.

Effect: While this unit is in combat with an enemy un it that has STRIKE-FIRST, this unit has STRIKE-FIRST.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Reaction: Opponent declared a FIGHT ability that targeted this unit
DEADLY RIPOSTE: One warrior can slay ten, if they have honed themselves sufficiently.

Effect: If this unit has not used a FIGHT ability this phase, until the end of the phase:
  • Each time your opponent makes an unmodified hit roll of l for a combat attack that targets this unit, after the FIGHT ability has been resolved, inflict an amount of mortal damage on the attacking unit equal to the Damage characteristic of the weapon used for that attack.
  • Subtract 1 from hit rolls for this unit’s attacks.

Passive
PRECISE THRUST: So pinpoint are this warrior's blows that even magical defences can be pierced.

Effect: Ward rolls cannot be made for enemy units while they are in combat with this unit.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Reaction: Opponent declared a FIGHT ability that targeted this unit
DEADLY RIPOSTE: There is no barrier between thought and action for this hero.

Effect: If this unit has not used a FIGHT ability this phase, roll a dice. On a 4+, this unit can immediately use a FIGHT ability but all of its attacks must target that enemy unit.

Passive
PRECISE THRUST: Each blow from this warrior is, in its own way, a work of art.

Effect: This unit’s combat attacks score critical hits on unmodified hit rolls of 5+.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
APOTHEOSIS OF STEEL: For lesser warriors, merely to enter this hero's radius is a death seutence.

Effect: Each time a combat attack that targets this unit does not score a successful hit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
TO SURPASS ALL: This warrior seeks nothing less than perfection.

Effect: The first time an enemy unit is destroyed by an ATTACK ability used by this unit, this unit has WARD (6+) for the rest of the battle. Add 1 to ward rolls for this unit for each additional enemy unit destroyed by an ATTACK ability used by this unit, to a maximum of 2.


Path of the Warmonger

(INFANTRY HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
LOST IN THE MELEE: This fervent warrior is almost impossible to trade.

Effect: This unit cannot targeted by shooting attacks while it is in combat.

Passive
CAKED IN GORE: This warrior's natural place is right in the thick of it.

Effect: Add 10 to this unit’s control score while it is in combat.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Shooting Phase
QUICK FIRE: This warrior has trained themselves to fire volleys at terribly close range.

Declare: If this unit is in combat, pick 1 of its ranged weapons to be the target weapon and pick an enemy unit in combat with it to be the target unit.

Effect: Roll a dice. On a 3+, the target weapon has Shoot in Combat for the rest of the phase but all attacks made with that weapon this phase must target the target unit.

Reaction: You declared the ‘All-out Attack’ or ‘All-out Defence’ command for this unit
GIFTED GLADIATOR: This warrior's natural place is right in the thick of it.

Effect: lf this unit is in combat, roll a dice. On a 3+, no command points are spent to use that command.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
BLINDSIDING BARRAGE: Heads start flying the moment this warrior reaches the melee.

Effect: If this unit charged this battle round, it has STRIKE-FIRST for the rest of the battle round.

Any Combat Phase
BRINGER OF CARNAGE: Bloody ruin is always this warrior's end goal.

Declare: If this unit is in combat, pick 1 of its non-Companion melee weapons to be the target.

Effect: Roll a dice. On a 1-4, add 1 to the target’s Damage characteristic for the rest of the phase. On a 5+, add 2 to the target’s Damage characteristic for the rest of the phase.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

End of Any Turn
TO FIGHT ETERNAL: Battle itself seems to be this warrior's meat and wine.

Effect: If this unit used a FIGHT ability this turn, add 1 to the Attacks characteristic of its non-Companion melee weapons for the rest of the battle.

Any Combat Phase
SLICE AND DICE: It appears as if this warrior can shatter enemy armour through will alone.

Effect: Roll a dice for each enemy unit in combat with this unit. For each 2+, add 1 to the Rend characteristic of this unit's melee weapons for the rest of the phase.


Path of the Sorcerer

(WIZARD HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
FOCUSED SORCERY: This wizard has a knack for the fundaments of magic.

Effect: The first time this unit uses a non-SUMMON SPELL ability each phase, add 2 to the casting roll for that spell.

Passive
POWER DISRUPTOR: This sorcerer has trained themselves to face down hostile magics.

Effect: Add 1 to unbinding rolls for this unit. In addition, this unit can use the ‘Unbind’ ability if the enemy WIZARD casting the spell is anywhere on the battlefield instead of within 30" of this unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

End of Your Turn
OVERSPILLING POWER: This hero uses any excuse to shape the arcane.

Effect: This unit can use a SPELL ability as if it were your hero phase.

Passive
HONED TALENT: Like a sudden magma spout, this sorcerer's ability carz catch even them by surprise.

Effect: If the casting roll for this unit is a double, add 1 to this unit's power level for the rest of the phase.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
ARCANE ONSLAUGHT: Power springs wild and nigh on unbidden from this mage's fingers.

Effect: Each time this unit uses an UNLIMITED SPELL ability, you can pick up to 2 eligible units to be the targets instead of 1.

Once Per Turn, Your Hero Phase
ARCANE AVALANCHE: What ward or counterspell can disrupt this mage's arts?

Effect: The next spell cast by this unit this phase 1 cannot be unbound.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

End of Your Turn
ARCANE ONSLAUGHT: The havoc wreaked by this hero's spells only fuels their desire for power.

Effect: If a unit was destroyed by a SPELL ability used by this unit this turn, add 1 to this unit’s power level for the rest of the battle.

Reaction: Opponent declared a FIGHT ability that targeted this unit
ARCANE AVALANCHE: Burning gales of force encircle this mage, protecting them from harm.

Effect: Until the end of the next turn:
  • Subtract 1 from hit rolls and wound rolls for attacks that target this unit.
  • Subtract 1 from the Rend characteristic and Damage characteristic of weapons used for attacks that target this unit.
  • Subtract 1 from this unit’s power level, to a minimum of 0.


Path of the Conjurer

(WIZARD HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn, Reaction: You declared a SUMMON SPELL ability for this unit
ANCIENT TECHNIQUE: This hero has not forgotten the elder practices of magic.

Effect: Add 1 to the casting roll for that spell.

Passive
MASTER BANISHER: At a word from this wizard, spell constructs burst apart.

Effect: Add 2 to banishment rolls for this unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
EXPERT SUMMONER: This mage's will extends far indeed.

Effect: Add 3" to the distance that MANIFESTATIONS summoned by this unit can be set up wholly within.

Once Per Battle (Army), End of Battle Round
TOTAL BANISHMENT: With a strident command, this mage nullifies hostile magics.

Effect: Each enemy MANIFESTATION on the battlefield is banished and removed from play.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
DISRUPTING PRESENCE: This wizard's fiery hatred of hostile magic incinerates spellcraft.

Effect: Each time an enemy unit within 12" of this unit uses a SUMMON SPELL ability, subtract 2 from the casting roll for that spell.

Your Movement Phase
CASTIGATOR: Those who would summon living spells must face this mage's ire.

Declare: Pick an enemy MANIFESTATION within 6" of this unit 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, inflict D3 mortal damage on the unit that summoned it. Then, the target is banished and removed from play.
KEYWORDSBANISH

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SILENCE THE AETHER: No pernicious magic dares show itself in this master mage's presence.

Effect: Enemy units within 12" of this unit cannot use SUMMON SPELL abilities.

Once Per Battle (Army), Reaction: You declared a SUMMON SPELL abillity for this unit
SUPREME CONJURER: There is no secret of invocation beyond this mage's ken.

Effect: Change the casting roll for that spell to a value of 8 that cannot be modified. In addition, set up the MANIFESTATION on the battlefield wholly within 6" of this unit and visible to them.


Path of the Zealot

(PRIEST HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Deployment Phase
PARAGON OF FAITH: This warrior's zeal shines like a beacon, gleaming either with light or with more sinister power.

Effect: Give this unit D3 ritual points.

Your Movement Phase
SCOURGING CASTIGATION: No false dogma shall be preached in this warrior's presence.

Declare: Pick an enemy PRIEST within 12" of this unit to be the target.

Effect: Roll a D3. Remove a number of ritual points from the target equal to the roll, to a minimum of I.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Your Hero Phase
FIREBRAND EXHORTATIONS: This wrathful preacher shapes the realms with each chant.

Effect: Add 1 to chanting rolls for this unit.

Passive
REFUTE THE FALSE: This hero's raw zeal can smother an enemy's link to their gods.

Effect: Subtract 1 from chanting rolls for enemy units while they are within 12" of this unit.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SMITE FALSE PROPHETS: Those who invoke unworthy gods near this hero must fear divine wrath.

Effect: Each time this unit chants a prayer and the chanting roll is 12+, inflict 1 mortal damage on each enemy PRIEST and enemy WIZARD on the battlefield.

Passive
ASSURED DEVOTION: The stammered prayers of rival preachers only deepens this hero's faith.

Effect: Each time an unmodified chanting roll for an enemy PRIEST is 1, give this unit D3 ritual points.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Your Hero Phase
7
RESURRECTING TOUCH: This priest can channel divine favour even into the fallen.

Declare: Pick a friendly INFANTRY HERO that has been destroyed to be the target, then make a chanting roll of D6.

Effect: Set up a replacement unit identical to the target wholly within 3" of this unit.
KEYWORDSPRAYER

Once Per Battle, Your Shooting Phase
GRAND ARMAGEDDON: Many have predicted the end of days. This hero's preaching, though, is more accurate than most ...

Declare: Pick each objective on the battlefield to be the targets.

Effect: Roll a D6 for each target. Inflict an amount of mortal damage on each unit contesting the target equal to the roll.


Path of the Invoker

(PRIEST HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn, Reaction: You dedared a SUMMON PRAYER ability for this unit
HEARD BY THE DIVINE: Constructs of godly power heed this cleric's command.

Effect: Add 1 to the chanting roll for that prayer.

Passive
SACRED AURA: This hero's homilies refresh body and soul.

Effect: Each time a prayer chanted by this unit is answered, Heal (1) each friendly unit within 3" of it.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
TEST THEIR FAITH: Those who would conjure false works before this hero are soon punished.

Effect: Each time this unit banishes an enemy MANIFESTATION, inflict D6 mortal damage on the unit that summoned it.

Passive
INCANDESCENT FAITH: This priest 's zeal is an inferno, always seeking to spread.

Effect: Add 6" to the distance that MANIFESTATIONS summoned by this unit can be set up wholly within.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, End of Any Turn
RESTORE THE FAITHFUL: This preacher's faith is so intense that it seems to banish all ills.

Effect: Heal (D6) each friendly unit on the battlefield.

End of Any Turn
RESOLUTE CONVICTION: And this hero did say, 'Let this foul manifestation leave my sight', and it was so.

Declare: Pick a MANIFESTATION within thjs unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, the target is banished and removed from play.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SPARKING DIVINITY: The more this hero proselytises, the deeper their faith becomes.

Effect: Each time this unit uses a SUMMON PRAYER ability and the prayer is answered, add 1 to this unit’s power level for the rest of the battle.

Once Per Turn, Reaction: You declared a SUMMON PRAYER ability for this unit
DOMINANT DOGMA: When this preacher hits their stride, there seems to be no stopping them.

Effect: If the prayer is answered, after resolving effect, instead of resetting this unit’s and points total to 0, reset it to half the chanting value of the prayer, rounding up.


Path of the Colossus

(MONSTER HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
ALPHA BEAST: Others monsters shy away from this intimidating colossus and its master.

Effect: Subtract 2 from the control scores of enemy MONSTERS while they are in combat with this unit.

Passive
THUNDERING BULK: Sheer momentum is this beast's greatest weapon.

Effect: Each time this unit uses the ‘Power Through’ command, inflict an additional 1 mortal damage on the target.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
BESTIAL BELLOWS: A roar from this creature soon shakes a regiment's courage.

Effect: The effects of the ‘Champion’, ‘Standard Bearer’ and ‘Musician’ abilities do not apply to enemy units while they are within 12" of this unit.

Passive
WRESTLE DOWN: Monsters that would contest this beast are soon put in their place.

Effect: This unit cannot be picked to be the target of enemy RAMPAGE abilities.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Charge Phase
VOLCANIC CHARGE: Like an onrushing pyroclastic flow, this beast is nearly inescapable.

Effect: If this unit is not in combat and has not used a RUN or RETREAT ability this turn, it can move a distance of 9". This unit can pass through the combat ranges of enemy units but it must end that move within ½" of a visible enemy unit. If it does so, this unit has charged.
KEYWORDSCORE, MOVE, CHARGE

Passive
ANIMAL FURY: Spending so much time with their violent mount has rubbed off on the rider.

Effect: Add 1 to the Attacks characteristic of this unit’s weapons. This also affects weapons that have the Companion weapon ability.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Combat Phase
PULVERISING BLOWS: Armour shatters and crumbles beneath the strikes of monster and master.

Declare: Pick a visible enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from save rolls for the target for the rest of the phase.
KEYWORDSRAMPAGE

Any Combat Phase
OBLITERATING IMPACT: When this monster slams into the fray, its foes are left broken and bleeding.

Declare: If this unit charged this turn, pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a number of dice equal to this unit’s Health characteristic minus the number of damage points it has. For each 4+, inflict l mortal damage on the target.
KEYWORDSRAMPAGE


Path of the Dragoon

(CAVALRY HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
FLEET STEED: This warrior's mount is amongst the swiftest of its breed.

Effect: Each time this unit uses a MOVE ability, add 2" to the distance it can move.

Enemy Combat Phase
DEFT ASSAULT: A beast that can navigate rocky mountains can swiftly find its way through a melee.

Effect: If this unit is not in combat, it can move up to 3". It can move into combat.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SADDLEMASTER: This warrior's mount is amongst the swiftest of its breed.

Effect: This unit can use SHOOT abilities even if it used a RUN ability in the same turn.

Passive
ASHPLAIN RUNNER: This hero charges across the scorching plains without a lick of fear.

Effect: Add 1 to charge rolls for this unit.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Combat Phase
FOLLOW-UP STRIKE: Aqshy's anger sees this daring hero fight on even after the first charge.

Effect: If this unit did not charge this turn, add 1 to the Damage characteristic of this unit’s melee weapons for the rest of the turn.

Passive
FROM DOOM'S JAWS: Hit-and-run warfare is second nature to this hero.

Effect: No mortal damage is inflicted on this unit by RETREAT abilities.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
DARING DEATHBLOW: This dauntless cavalier will fight even as death's claws reach out to claim them.

Effect: If this unit is destroyed by a combat attack, roll 12 dice. For each 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability bas been resolved.

Any Combat Phase
SHOCK AND AWE: A decisive strike with every possible weapon - that is the way to win.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: This unit can immediately use a SHOOT ability as if it were your shooting phase, but it must target that enemy unit. This unit’s ranged weapons have Shoot in Combat this phase.


Path of the Guardian

(non-HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Reaction: You declared the ‘All-out Attack’ command for an INFANTRY HERO within this unit’s combat range
BECK AND CALL: These warriors follow their commander in all things - aggression included.

Effect: Add 1 to hit rolls for this unit’s attacks for the rest of the phase.

Passive
HIDDEN IN THE RANKS: There are few safer places than surrounded by these burly warriors.

Effect: Subtract 1 from wound rolls for ranged attacks that target friendly non-MONSTER HEROES while they are within this unit’s combat range.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Enemy Combat Phase
CUT-THROAT FIGHTERS: These warriors discount no tactics when defending their charge.

Declare: If this unit did not charge this turn, pick an enemy unit within its combat range to be the target.

Effect: Roll a dice for each model in this unit within 3" of the target. For each 6, inflict 1 mortal damage on the target.

Passive
BOLD AND STALWART: These chosen souls embody the honour of their commander.

Effect: While a friendly non-MONSTER HERO is within this unit’s combat range, add 5 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
FORTIFIED DEFENCES: Few can shift these warriors once they have readied themselves.

Effect: If this unit has not used a MOVE ability or made a pile-in move this turn, add 1 to save rolls for this unit.

Passive
DEVOTED LIFEWARDS: These warriors are utterly stalwart in their duties of protection.

Effect: Friendly INFANTRY HEROES have WARD (5+) while they are wholly within this unit’s combat range.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
CAST THEM BACK: It is easier to tear down a fortress with fingertips than wrest a position from
these warriors.

Effect: Enemy INFANTRY units cannot contest objectives while they are in combat with this unit.

Once Per Battle, Any Combat Phase
STRIKE AS ONE: These warriors and their charge fight as a single dreadful force.

Declare: Pick this unit and a friendly non-MONSTER HERO within this unit’s combat range to be the targets.

Effect: The targets have STRIKE-FIRST for the rest of the turn.


Path of the Bulwark

(non-HERO INFANTRY only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
INDOMITABLE DEFENDERS: Let the enemy try to seize what these warriors have laid claim to!

Effect: While each model in this unit is contesting an objective that is not wholly within enemy territory, add 5 to this unit’s control score.

Passive
ANTI-CAVALRY TACTICS: These warriors are well versed in seeing off outriders.

Effect: While each model in this unit is contesting an objective wholly within friendly territory, this unit’s melee weapons have Anti-charge (+1 Rend).

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Combat Phase
THIN THE RANKS: Proper tactics can break the back of even the greatest horde.

Declare: lf this unit did not charge this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. If the roll is less than the number of models in the target unit, inflict an amount of mortal damage on the target equal to the roll.

Any Combat Phase
DEFENCE ABOVE ALL: For these warriors, killing is secondary to enduring.

Effect: If this unit is wholly within friendly territory, roll a dice. On a 4+, for the rest of the turn:
  • Add 1 to save rolls for this unit.
  • This unit has STRIKE-LAST.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
FORTRESS FORMATION: Weaker enemies have no hope of dislodging these proud souls.

Effect: While each model in this unit is contesting an objective that is not within enemy territory, enemy models that have a lower Health characteristic than this unit cannot contest objectives while they are in combat with this unit.

Passive
TERRITORIAL: These warriors know their territory like the backs of their hands.

Effect: While this unit is contesting an objective within friendly territory, enemy units cannot be set up within 12" of this unit.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
FIGHT FIRE WITH FIRE: Weaker enemies have no hope of dislodging these proud souls.

Effect: If this unit is in combat with an enemy unit that uses the ‘All-out Attack’ command, add 1 to save rolls for this unit for the rest of the turn.

Passive
MADE OF STONE: Blows that could crack a volcano seem to hardly trouble these souls.

Effect: While this unit is contesting an objective within friendly territory, the Charge (+1 Damage) weapon ability has no effect on attacks that target this unit.


Path of the Cavalier

(non-HERO CAVALRY only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
HOT-BLOODED CHARGE: Whooping with glee, these riders barrel into deepest danger.

Effect: Add 1 to charge rolls for this unit while it is wholly within enemy territory.

Passive
TERRIFYING STAMPEDE: The charge of these cavaliers can put any foe to flight.

Effect: If this unit charged this turn, add 5 to its control score for the rest of the turn.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Reaction: You declared a RUN ability for this unit
HARDY STEEDS: The mounts of these riders are capable of enduring for great distances.

Effect: Instead of making a run roll as part of that RUN ability, you can use a value of 6 for the roll that cannot be modified.

In addition, this unit cannot use CHARGE abilities for the rest of the turn.

Passive
SHROUDED BY SMOKE: These cavaliers are expert at using smoke-drifts to obscure their rides.

Effect: Subtract 1 from wound rolls for shooting attacks that target this unit.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Combat Phase
STAGGERING CHARGE: The mounts of these riders are capable of enduring for great distances.

Declare: If this unit charged this turn and is contesting an objective you do not control, pick an enemy unit in combat with this unit to be the target.

Effect: The target has STRIKE-LAST for the rest of the turn.

Passive
SUNDER THEIR SPEARS: Such is the force of these cavaliers that even pike-walls cannot stop them.

Effect: The Anti-charge (+1 Rend) weapon ability has no effect on attacks that target this unit.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
FURIOUS MOUNTS: The burning war-fury of these riders has spread to their loyal steeds.

Effect: While this unit is in enemy territory, this unit’s Companion weapons have Crit (Mortal).

Once Per Battle, Any Combat Phase
RIDE TO GLORY: These warriors lust for renown, and overrunning the foe is a surefire source.

Effect: If this unit is contesting an objective you do not control, this unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.


Path of the Pack

(BEAST only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
TIRELESS PURSUERS: These beasts will run their prey down for leagues.

Effect: Each time this unit uses a MOVE ability, add 2" to the distance it can move.

Passive
POWERFUL LEGS: These beasts suddenly close on the foe at great pace.

Effect: Add 1 to charge rolls for this unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
HUNTER'S INSTINCT: A measured savagery marks these creatures' attacks.

Effect: Add 1 to hit rolls for this unit’s combat attacks. This ability also affects Companion weapons.

Passive
SPARKING CLAWS: Flames and cinders leap from jaws and talons.

Declare: This unit’s melee weapons have Crit (Auto-wound). This ability also affects Companion weapons.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SCATTERING PACK: These beasts dart and dive around monstrous attacks.

Effect: This unit cannot be picked to be the target of enemy RAMPAGE abilities.

Any Combat Phase
WEAKENING BLOW: Through primal instinct, these beasts know how to slay larger foes by way of many minor wounds.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn, the target must apply the effects of its ‘Battle Damaged’ ability regardless of how many damage points it has.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
NATURAL ARMOUR: Flesh becomes like basalt or mutates under the touch of warping powers.

Effect: This unit has WARD (5+).

Passive
FROTHING: An unnatural rabidity has seed these beasts as they roam near the Gnaw.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.


Path of the Behemoth

(non-HERO MONSTER only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
LUMBERING TITAN: Telling wounds seem to slough off this beast's hide.

Effect: Add 1 to this unit's Health characteristic.

Passive
MIND SET AFLAME: Even the greatest pains cannot blunt this beast's ferocity.

Effect: The ‘Battle Damaged’ ability has no effect on this unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Reaction: Opponent declared the ‘All-out Attack’ command for a unit in combat with this unit
BURNING BLOODLUST: This monster meets violence with wrathful violence.

Effect: Add 1 to hit rolls for this unit’s attacks for the rest of the turn. This ability also affects Companion weapons.

Passive
AGILE ONSLAUGHT: Once the scent of prey meets its nostrils, this beast is indefatigable.

Effect: You can re-roll charge rolls for this unit.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
UNNATURAL RESILIENCE: Perhaps the source of this beast's toughness is best left unknown.

Effect: This unit has WARD (6+).

Passive
FURNACE OF FURY: Within this monster burns a savage, unquenchable flame.

Effect: This unit can use 2 different RAMPAGE abilities in the same turn.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
UNRESTRAINED AGGRESSION: When the blood starts flying, this beast is nigh on unstoppable.

Effect: This unit’s weapons have Crit (2 Hits). This ability also affects Companion weapons.

Passive
OBSIDIAN BONES: Swords shatter against this transfigured beast's limbs.

Effect: Add 1 to save rolls for this unit.


Path of the Artillerist

(WAR MACHINE only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SURLY CREW: These crewmen are eager to defend their beloved war engine.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons.

Passive
MOBILE CONSTRUCTION: This war engine's chassis was built for manoeuvrability.

Effect: Each time this unit uses a MOVE ability, add 2" to the distance it can move.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
KING OF THE HILL: Few can force back this bulky construct.

Effect: While this unit is contesting an objective, enemy INFANTRY and CAVALRY units cannot contest that objective.

Passive
VETERAN SPOTTER: The keen eye of a crew's spotter can single out a foe from great distance.

Effect: This unit can ignore the effects of the ‘Guarded Hero’ ability when picking targets for its shooting attacks.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Reaction: You declared a SHOOT ability for this unit
TRAINED HANDS: The crew of this machine can load and fire at an astounding rate.

Effect: Immediately after the SHOOT ability has been resolved, this unit can use a second SHOOT ability.

Once Per Battle, Reaction: You declared a SHOOT ability for this unit
BLACKPOWDER MUNITIONS: Ammunition infused with blackpowder makes for quite the bang.

Effect: This unit’s ranged weapons have Crit (Mortal) for the rest of the phase.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
PERFECT TRAJECTORY: Judging arcs and parabolas is not the flashiest warrior skill, but' it has its uses.

Effect: While this unit is contesting an objective that
you control, add 6" to the Range characteristic of its
ranged weapons.

Any Combat Phase
QUICK REPOSITIONING: This engine is light enough to evade death's Jaws.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: This unit can move a distance up to its Move characteristic. It can move through the combat ranges of enemy units but cannot end that move within an enemy unit’s combat range.

Then, roll a dice. On a 3+, the target cannot make a pile-in move for the rest of the phase.

Universal Enhancements and Lores

Heroic Traits

Hallmarks of Hel's Claw

(HERO only)

Passive
WORDS OF BLAZING POWER: Each incantation this hero speaks crackles with the arcane spirit of Aqshy.

Effect: Add 1 to casting rolls for this unit when it casts a spell from the Lore of Magmic Fury.

Any Combat Phase
SPITEFUL SPARK: This hero's contempt manifests as bright sparks that can scorch an unwary foe.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a dice for each target. On a 2+, inflict l mortal damage on the target.

Passive
TAINTED RADIANCE: Time spent fighting near the Gnaw has touched this hero's soul. Something in their bearing sees enemies recoil from them.

Effect: Subtract 3 from the control scores of enemy units while they are in combat with this unit.

Once Per Battle, Reaction: Opponent declared a CHARGE ability for an enemy unit within 9" of this unit
BRASH AND ANGRY: The wrathful nature of Aqshy has settled in this warrior's soul and can bubble up at any moment.

Effect: If this unit is not in combat, it can immediately use a CHARGE ability as if it were your charge phase, but it must end the move within ½" of that enemy unit. If it does so, this unit has charged and that enemy unit’s CHARGE ability has no effect. This unit has STRIKE-LAST for the rest of the turn.

Passive
FORTHRIGHT FURY: The burning impetus that fills this hero soon spreads to their warriors.

Effect: When making run rolls for friendly units wholly within 12" of this unit, if you roll a 1-3, you can use a value of 4 instead.

Passive
LIVE ON THE EDGE: Having braved many a lava-spitting geyser, this warrior has a sixth sense for sudden and unforeseen danger.

Effect: This unit has WARD (4+) against damage points inflicted by SHOOT abilities.


Artefacts of Power

Aqshian Artefacts

(HERO only)

Deployment Phase
AXE OF BOILING WRATH: Made from obsidian, this blade constantly hisses with anger. It will cleave a neck with ease but is prone to stoking grudges to an inferno.

Declare: Pick an enemy HERO to be the target.

Effect: For the rest of the battle, while this unit is in combat with the target:
  • All of this unit’s attacks must target that HERO.
  • Add 1 to wound rolls for this unit’s combat attacks.
  • This unit’s melee weapons have Anti-HERO (+1 rend).

Passive
SPARKING SHIELD: Thie emberstone crystals embedded within this shield spark when struck, causing the assailant to be consumed by flame.

Effect: Each time an unmodified hit roll for a combat attack that targets this unit is 1 , inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
CREMATED PENDANT: The ashes of entire clans are fused together to form this pendant. It is a firm reminder to defend that which was once lost.

Effect: Add double the current bat tle round number to this unit’s control score.

Deployment Phase
WARPMOCK BLADE: Recovered from a darksome cave, this blade was once wielded by a Skaven assassin and can copy the quirks of its prey's own weapons.

Declare: Pick 1 of this unit’s non-Companion melee weapons to be the target weapon.

Effect: For the rest of the battle, while this unit is in combat, in addition to its own weapon abilities, the target weapon has all of the weapon abilities that the melee weapons used by enemy units in combat with it have, except for the Companion weapon ability.

Once Per Battle, Your Movement Phase
MAGMIC KEY: The power in this glowing relic can be used to open magmic tunnels through the shifting earth of Aqshy.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE, MOVE

Passive
CARVED MAGMADROTH HORN: A blast from this blackened horn echoes like a roaring Magmadroth, putting steel into allied spines.

Effect: lf a friendly unjt wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.


Spell Lore

Lore of Magmic Fury

Your Hero Phase
6
PYROCLASTIC REPRESSION: Waves of burning force emanate from the caster, suppressing the foe with each step they take.

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 2 from run rolls and charge rolls for the target, to a minimum of 0.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
FLAMING BLADES OF RUIN: The caster imbues the blades of nearby warriors with bright tongues of fire - a fire that refuses to be tamed.

Declare: Pick a friendly WIZARD to cast this spell, pick a visible unit wholly within 12" of them and not in combat to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSSPELL

Your Hero Phase
7
VOLCANIC BLAST: At the caster's bidding, magmic power and scalding plumes of lava erupt from the earth.

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: Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of the target.
KEYWORDSSPELL

Your Hero Phase
7
FULMINATING FLAME-CAGE: Chains of unnatural heat set tight around the caster's foes, burning and punishing them for each motion.

Declare: Pick a friendly WIZARD to cast this spell, pick an 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, each time your opponent declares an ability for the target, as a reaction, roll a dice. On a 4+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

Your Hero Phase
8
EMBODY THE BLAZE: Scorching their own flesh, the wizard imbues the bodies and spirits of their allies with the rampantness of an inferno.

Declare: Pick a friendly W1ZARD to cast this spell, pick a visible friendly unit that is in combat and is wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target can immediately use a FIGHT ability as if it were the combat phase. The target has STRIKE-LAST for the rest of the turn .
KEYWORDSSPELL

Your Hero Phase
6
CASCADING FIRE CLOAK: A bright, blazing curtain of cinders rises to surround the caster mid ward off blows.

Declare: Pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: The caster has WARD (5+) until the start of your next turn.
KEYWORDSSPELL


Prayer Lore

Prayers of Aqshian Wrath

Your Hero Phase
4
BURNING INSISTENCE: An incandescent rage is sparked within the faithful, driving out any thought of retreat.

Declare: Pick a friendly PRIEST to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 3 to the target’s control score until the start of your next turn. If the chanting roll was 8+, add 10 to the target’s control score until the start of your next turn instead.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
INVOCATION TO WRATH: Bellowing, chanting and hissing, the priest invokes the rage of an already furious realm now tortured
and incensed.

Declare: Pick a friendly PRIEST to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to wound rolls for the target’s combat attacks until the start of your next turn. If the chanting roll was 8+, you can pick up to 2 eligible units to be the targets instead of 1.
KEYWORDSPRAYER

Your Hero Phase
4
TRAIL OF LAVA: The priest causes lava to seep in the faithful's wake, stymieing would-be pursuers.

Declare: Pick a friendly PRIEST to chant this prayer, pick a visible friendly unit wholly 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 can use a RETREAT ability and still use SHOOT and/or CHARGE abilities later in the turn. If the chantLng roll was 8+, after the RETREAT ability has been resolved, inflict D3 mortal damage on each enemy unit that was in combat with the target at the start of the move.
  • No mortal damage is inflicted on the target by RETREAT abilities.
KEYWORDSPRAYER

Your Hero Phase
4
CAUTERISATION: The priest channels white-hot fury - or the corruptive fires of the Gnaw - to burn out the blessings of enemy weapons.

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:
  • The target’s melee weapons cannot be affected by weapon abilities other than the Companion weapon ability.
  • If the chanting roll was 10+, 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.
KEYWORDSPRAYER

Your Hero Phase
4
LEAPING EMBERS: At the chanter's behest, allies seem to transform into leaping licks of flame that cross distances at great pace.

Declare: Pick a friendly PRIEST to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 2 to charge rolls for the target until the start of your next turn. If the chanting roll was 8+, add 4 to charge rolls for the target until the start of your next turn instead.
KEYWORDSPRAYER

Your Hero Phase
4
CRUMBLING IMPACT: The land cracks and splinters beneath the charge of the faithful, venting forth energies both pure and foul.

Declare: Pick a friendly PRIEST to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, each time an enemy unit ends a move made as part of a CHARGE ability within 3" of the target inflict D3 mortal damage on that unit after the CHARGE ability has been resolved. If the chanting roll was 8+, inflict D6 mortal damage on that unit instead.
KEYWORDSPRAYER

The Emberstone Forge

Having spent 2 emberstone shards from your emberstone vault (see Spend Emberstone Shards), your weaponsmiths are preparing to create an emberstone-enhanced weapon for you. Follow these steps:

1. Pick Your Weapon Type

First, pick the type of emberstone-enhanced weapon your weaponsmiths will forge: ranged or melee. The starting weapon profiles for these weapons are as follows:

RANGED WEAPONSRngAtkHitWndRndDmg
Emberstone-enhanced Ranged Weapon15"D3+14+3+1D3
RANGED WEAPONS
RngAtkHitWndRndDmg
Emberstone-enhanced Ranged Weapon
15"D3+14+3+1D3

MELEE WEAPONSAtkHitWndRndDmg
Emberstone-enhanced Melee WeaponD6+14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Emberstone-enhanced Melee Weapon
D6+14+3+1D3

2. Attempt to Upgrade Your Weapon

You can now attempt to augment your emberstone-enhanced weapon by making 2 forging rolls. A player makes a forging roll by rolling two separate dice. The first roll determines which column to use in the chart below and the second roll determines which row to use. The effect gained is written in the cell where the column and row meet.
Your weaponsmiths might have improved (or worsened) the weapon’s characteristics, given it a new weapon ability – or failed to make any alterations at all (represented by ‘Failure’ on the table).

You must apply all effects gained to the weapon profile. Effects such as ‘+1 Rend’ are changes to the weapon characteristics and not modifiers. Note that when it says ‘+1 Hit’ or ‘+1 Wound’, you improve the characteristic by 1; for example, 4+ becomes 3+. Likewise, when it says ‘-1 Hit’ or ‘-1 Wound’, you worsen the characteristic by 1; for example, 3+ becomes 4+. Hit and Wound characteristics cannot be worsened below 6+. Attacks and Damage characteristics cannot be less than 1; for instance, if the weapon’s Attacks characteristic ends up as D3−1 and you roll a 1, you would still make 1 attack with that weapon.

The maximum characteristics an emberstone-enhanced weapon can achieve are 30" Range, 2+ Hit, 2+ Wound, 4 Rend and D3+4 Damage. Any forging rolls that would improve a characteristic above these limits count as a failure.

3. Spend Emberstoneshards to Attempt Further Upgrades

You can then choose to spend any number of emberstone shards from your vault on additional forging rolls to further modify your emberstone-enhanced weapon. You must declare how many emberstone shards you will spend (and, therefore, how many forging rolls you will make) before making any further forging rolls. You must make 1 forging roll for each emberstone shard spent, and you must apply all effects gained to the weapon profile.

Emberstone-Enhanced Weapon Effects

Ravaged Coast Regiments of Renown

There are 4 Ravaged Coast Regiments of Renown, one for each Grand Alliance.
We recommend that you can use an appropriate HERO model from your collection to represent your Ravaged Coast Regiment of Renown. It must be on a round base with a diameter of between 32mm and 50mm.

The Realmstone Innovator

ORGANISATION
  • 1 Realmstone Innovator

ABILITIES
If this Regiment of Renown is in your Path to Glory: Ravaged Coast army, during each aftermath sequence, you can re-roll 1 forging roll.

STORMCAST ETERNALS WARSCROLL
Realmstone Innovator
5"
5
4+
2
In the Mortal Realms, any advantage must be seized upon. This is especially true in Aqshy, where the emergence of the Gnaw has brought a new sense of desperation with it. As madness spreads across the Parch, there are some - driven by lunacy or a sense of duty- who roam the cracked wilds and craft weapons from potent emberstone. Duardin smiths, renegade aelven mages, daring engineers of the Ironweld guild: all these might find themselves compelled to lend aid to an allied army.
STORMCAST ETERNALS WARSCROLL
Realmstone Innovator
MELEE WEAPONS
AtkHitWndRndDmg
Realmstone-enhanced Arsenal [Crit (Mortal)]
Realmstone-enhanced Arsenal
Crit (Mortal)
33+3+1D3
Any Movement Phase
FIELD MODIFICATIONS: Wherever they their craft, this wanderer is an expert in enhancing realmstone-infused weaponry.

Declare: Pick a friendly HERO with in this unit’s combat range that has an emberstone-enhanced weapon to be the target.

Effect: Roll a D3. On a 1, inflict 1 mortal damage on the target. On a 2+, add 1 to hit rolls for attacks made with the target’s emberstone-enhanced weapon for the rest of the turn.

KEYWORDS
INFANTRY, HERO
ORDER

Warped Saboteur

INCLUSION
This Regiment of Renown can be included in armies from the following factions:

ORGANISATION
  • 1 Warped Saboteur

ABILITIES
If this Regiment of Renown is in your Path to Glory: Ravaged Coast army, during each aftermath sequence, you can re-roll 1 forging roll.

SKAVEN WARSCROLL
Warped Saboteur
5"
5
4+
2
Chaos is a force of unmaking, and in the Hour of Ruin, there are now many disciples who make desolation their express purpose. The destruction of realmstone caches, the unravelling of magical weapons: these things are the sacraments to the gods. Be they a Skaven warlock, a Nurglite corruption-sage, an iconoclastic blacksnuth now Calleo to Khoroe’s service or anything else besides, they are a worthy inclusion in any champion’s warband. Often, they need only be granted the opportunity to work their despoiler’s arts.
SKAVEN WARSCROLL
Warped Saboteur
MELEE WEAPONS
AtkHitWndRndDmg
Implements of Sabotage
Implements of Sabotage33+3+1D3
Any Combat Phase
ARCANE SABOTAGE: Realmstone is the condensed stuff of magic, and just as magic can be perverted by Chaos, there are those skilled in unmaking its physical form.

Declare: Pick an enemy unit that has an emberstone-enhanced weapon and is within 6" of this unit to be the target.

Effect: Roll a dice. On a 3-5, inflict D3 mortal damage on the target. On a 6, inflict D6 mortal damage on the target and its emberstone-enhanced weapon is destroyed. It can no longer be used in this battle and your opponent must remove it from their roster.

KEYWORDS
INFANTRY, HERO
CHAOS

The Sinister Nullifier

INCLUSION
This Regiment of Renown can be included in armies from the following factions:

ORGANISATION
  • 1 Sinister Nullifier

ABILITIES
If this Regiment of Renown is in your Path to Glory: Ravaged Coast army, during each aftermath sequence, you can re-roll 1 forging roll.

OSSIARCH BONEREAPERS WARSCROLL
Sinister Nullifier
5"
5
4+
2
The Hour of Ruin saw corruptive magics surge across the cosmos. Some undead sought to deepen their connection to the abyssal wellspring that is necromancy, hollowing out what was left of their souls until eldritch forces were silenced in their presence. Ghoulish woods-witches, scholarly vampires, Ossiarch Mortisans whose damaged soul-gems spurred radical notions: these no longer command minions, for even the dead are uneasy in their presence, but making an ally of one can stunt enemy plans.
OSSIARCH BONEREAPERS WARSCROLL
Sinister Nullifier
MELEE WEAPONS
AtkHitWndRndDmg
Silencing Blades
Silencing Blades33+3+1D3
Passive
SMOTHERING PRESENCE: Death magic radiates from this warrior like the rays of a black star. In their presence, arcane weapons seem to lose their edge.

Effect: While they are wholly within 12" of this unit, friendly units have WARD (5+) against damage points inflicted by emberstone-enhanced weapons.

KEYWORDS
INFANTRY, HERO
DEATH

The Weird-Crafta

INCLUSION
This Regiment of Renown can be included in armies from the following factions:

ORGANISATION
  • 1 Weird-Crafta

ABILITIES
If this Regiment of Renown is in your Path to Glory: Ravaged Coast army, during each aftermath sequence, you can re-roll 1 forging roll.

GLOOMSPITE GITZ WARSCROLL
Weird-crafta
5"
5
4+
2
If you can make a weapon even killier by cramming realmstone into it, the hordes of Gorkamorka will give it a fair shot. While many of the orruks, ogors and grots who do so are shamans, others simply get a strange idea after overindulging on grog. All, though, are strangely insulated from the arcane hazards they meddle with in their craft. This doesn’t extend to nearby mates, and many Weird-craftas find themselves expelled from their clans and in need of allies after one too many unfortunate occurrences.
GLOOMSPITE GITZ WARSCROLL
Weird-crafta
MELEE WEAPONS
AtkHitWndRndDmg
Weird-wrangling Basha
Weird-wrangling Basha33+3+1D3
Your Hero Phase
'TRY DIS ON FER SIZE!': This magic-meddling smith is more interested in creating deadly weapons than stable ones.

Declare: Pick a friendly HERO within this unit’s combat range that has an emberstone-enhanced weapon to be the target.

Effect: Roll a D3. On a 2+, for the rest of the turn:
  • Add 1 to the Damage characteristic of the target’s emberstone-enhanced weapon.
  • For each unmodified hit roll of 1 for an attack made with the target’s emberstone-enhanced weapon, inflict 1 mortal damage on the target after the ATTACK ability has been resolved.

KEYWORDS
INFANTRY, HERO
DESTRUCTION
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.
1.5 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.
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.
Once Per Battle Round (Army), Start of Battle Round
SPLINTERS OF THE VERMINDOOM: In the aftermath of the Vermindoom, reality continues to fracture and tear as gnawholes bore into reality, spewing forth endless tides of ratmen.

Declare: You can use this ability if there are fewer than 3 friendly Gnawholes on the battlefield.

Effect: Set up a Gnawhole on the battlefield more than 9" from all enemy units, more than 3" from all objectives and more than 1" from all other terrain features.
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.

The SYLVANETH and WIZARD keywords are used in the following Sylvaneth warscrolls:

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

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).
Your Hero Phase
6
TREESONG: Sylvaneth wizards have a strong spiritual connection to the wyldwoods and can call forth these eldritch copses at a whim.

Declare: Pick a friendly SYLVANETH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: If there are fewer than 3 friendly Awakened Wyldwoods on the battlefield, you can set up an Awakened Wyldwood wholly within 24" of the caster, more than 3" from all objectives and more than 1" from all enemy units and other terrain features. If there are already 3 friendly Awakened Wyldwoods on the battlefield, Heal (3) each friendly Awakened Wyldwood.
KEYWORDSSPELL, UNLIMITED
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.
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

3.5 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.
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.
4.2 Lores
You can pick 1 spell lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore.

You can pick 1 prayer lore available to your faction. If you do, all PRIESTS in your army know all prayers from that lore.

You can pick 1 manifestation lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore, and all PRIESTS know all prayers from that lore.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
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).
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.
1.4.3 Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
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.
1.4 Terrain Types
Each terrain feature in Warhammer Age of Sigmar is one of the following types:

Before the battle begins, players must agree on which type applies to each terrain feature.
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
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, unless otherwise specified.
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).
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.
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

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.
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.
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).
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.
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

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.
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.
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

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’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
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.
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.
Once Per Turn (Army), Your Movement Phase
WALK THE HIDDEN PATHS: Sylvaneth can draw upon the magic of the Wyldwoods to open hidden passageways across the battlefield.

Declare: Pick a friendly SYLVANETH unit that is not in combat and is wholly within 6" of a friendly Awakened Wyldwood to use this ability.

Effect: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units and wholly within 6" of a different friendly Awakened Wyldwood.
KEYWORDSCORE
3.4 Unique Units
You cannot include the same UNIQUE unit more than once in your army. UNIQUE units cannot be reinforced.
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

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.
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.
5.2 Using Abilities
The timing of an ability tells you when it can be used. When using an ability, follow these steps:

1. Declare the Ability: Tell your opponent which ability is being used. If the ability has Declare instructions, resolve them at this step.

2. Use Reactions: Starting with the player using the ability, the players alternate using any abilities with an appropriate Reaction timing. Players can choose to pass instead of using a reaction, but once both players consecutively pass, no further reactions to that ability can be used.

3. Resolve the Effect: Follow the instructions in the Effect part of the ability.
Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by models more than 12" from them.
Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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

Unbind 2024-25
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

1.1 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.
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

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.
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).
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
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.
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

End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
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.
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.
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.
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.
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.
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.

The ORDER keyword is used in the following Stormcast Eternals warscrolls:


and others...
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