Dawnbringers

Books

BookKindEditionLast update
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Dawnbringers Book II: Reign of the Brute
  Dawnbringers Book II: Reign of the BruteExpansion3February 2024
  Dawnbringers Book III: The Long Hunt
  Dawnbringers Book III: The Long HuntExpansion3April 2024

FAQ

Q:When applying the effect of the Smash It All to Bits battle trait, if a unit has some but not all of its models on a sundered terrain feature, when setting up the models again, do I only set up the models that were on the sundered terrain feature or do I set up all of the models in that unit (including models that were not on that terrain feature)?
A:
Only the models that were on that terrain feature. Normal coherency rules still apply.
Q:Can Kragnos be included in a Destruction army of renown such as a Grunta Stampede army or a King Brodd’s Stomp army?
A:
No.

Book I: Harbingers

Welcome to the rules section of Dawnbringers Book I: Harbingers. Here you will find the warscrolls for these mighty individuals as well as rules for regiments of renown: special groups of units that allow you to include these heroes in armies from the same Grand Alliance. You will also find a Path to Glory battlepack that reflects the historic events currently rocking the Mortal Realms.


Regiments of Renown

These rules allow any army to include a fixed group of units called a regiment of renown. There are 4 regiments of renown in this book, one for each Grand Alliance. Depending on your general’s keywords, you will be able to include 1 of these regiments of renown in your army.
  • All units in a regiment of renown gain the REGIMENT OF RENOWN keyword.

  • You can include a regiment of renown in your army even if its points value exceeds the amount allowed for allied units. If you do so, no other allied units can be included in your army.

  • The units in a regiment of renown must belong to the Regiment of Renown core battalion, below.

  • If your army has an ORDER general but is not a Fyreslayers army, you can include the Fjori’s Flamebearers regiment of renown.

  • If your army has a CHAOS general but is not a Maggotkin of Nurgle army, you can include the Phulgoth’s Shudderhood regiment of renown.

  • If your army has a DEATH general but is not a Flesh-eater Courts army, you can include the Jerrion’s Delegation regiment of renown.

  • If your army has a DESTRUCTION general but is not a Gloomspite Gitz army, you can include the Braggit’s Bottle-snatchaz regiment of renown.

REGIMENT OF RENOWN

Unified: One-drop deployment (core rules, 26.2.1). Each unit in this battalion must be within 6" of the HERO in the same battalion at the end of deployment.

UNIT ICONS
(Mandatory/Optional)
Renowned Commander: REGIMENT OF RENOWN Leader
Renowned Troops: REGIMENT OF RENOWN unit that is not Leader, Artillery or Behemoth

Harbinger Path to Glory Battlepack

The following battlepack allows you to fight Path to Glory battles across the Mortal Realms during a time of great uncertainty, as harbingers emerge to warn of impending turmoil and each Grand Alliance sends out scouting parties to prepare for war.


In order to use this battlepack, both you and your opponent must have a completed Path to Glory roster. You can use this battlepack as well as or instead of any other Path to Glory battlepacks, and you can use different Path to Glory battlepacks for any of the battles that you fight with your Path to Glory army.

Points Limit

The players must first agree on a points limit for the battle. The points limit can be any number and determines the number of points you have available to spend on your army. No more than half of your points can be spent on a single unit. All units added to your army must be taken from your Path to Glory roster. The points limit also determines the recommended minimum battlefield size and recommended minimum number of terrain features for the battle, as shown in the table below.

PATH TO GLORY
Points Limit500-750751-2250Over 2250
Recommended Minimum Battlefield Size30" x 44"44"x 60"44" x 90"
Recommended Minimum Number of Terrain Features4812

Faction Terrain

Each battleplan in this battleplack will state if faction terrain can be set up and which players can do so. Faction terrain features must be set up more than 3" from all other terrain features and more than 3" from all objectives. These restrictions are in addition to the set-up rules in the battletome in which they appear. If it is impossible for a faction terrain feature to be set up, then it is not used.

Battalions

You can include warscroll battalions and core battalions in your army.

Harbinger Path to Glory Battleplans

One player rolls on the following table to determine which battleplan is used for the game. Alternatively, the players can agree on which battleplan to use.


Special Rules

The following special rules apply to battles fought using this battlepack:

Alternating Deployment

If a battleplan says that the players use alternating deployment, then the players alternate setting 1 unit at a time. The players continue to set up their units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.

Plague of Doubt

The Shudderblight sweeps the realms. This soul-sickness strikes armies mustering for war, seeing them overcome with indecision.
After deployment but before the first battle round begins, players roll off and the winner rolls on the following table, adding 1 to the roll for each player who has a communication outpost (see Establishing a Communication Outpost). Consult the table below to determine the effect on the battle:

D6EFFECT
1-3No effect.
4Stick Together: Subtract 1 from the Bravery characteristic of friendly units while they are more than 3" from all other friendly units.
5Crisis of Confidence: Subtract 1 from casting and chanting rolls.
6Miasma of Misery: The range of missile weapons and spells is limited to 18".
7+Blighted by Despair: Each player must pick 1 friendly unit from their starting army to be blighted by despair. Units cannot receive the Inspiring Presence command while they are within 3" of any units blighted by despair.

Harbingers

The following rules add additional quests, territories and campaign progression that explain how you can locate, recruit and level up powerful heroes known as Harbingers.

Harbingers are special versions of the four new heroes detailed in this book. They have access to a unique progression mechanic, and they also grant your army the ability to establish communication outposts.

While you can include these unit types in your starting order of battle or add them in step 7 of the aftermath sequence as normal, you can only add a Harbinger version of one of these units by completing the ‘Agents of Upheaval’ quest.

Harbinger Quests

When you pick a quest, you can pick from the following quests in addition to any others you can pick from.

QUEST

Agents of Upheaval

In this time of upheaval, great champions travel the realms, rallying armies and forging rivals into allies. To earn the aid of such a figure would serve your goals well.
You can only embark on this quest if you do not have a Harbinger on your order of battle.

Pick 1 HERO on your order of battle that is not your warlord to send off to find the harbinger. At the end of a Path to Glory battle, if that HERO was not included in your army, add 2 quest points to the progress section of your quest log and roll a dice. If the roll is less than the number of quest points you have accumulated, you complete this quest. When you complete this quest, you can add a Harbinger to your order of battle (see ‘Adding a Harbinger’).

QUEST

Spread the Word

Across the realms, vast forces are mustering. With the aid of your mighty ally, you begin to prepare your domains for this conflict.
You can only embark on this quest if you have a Harbinger on your order of battle.

At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if a friendly Harbinger is either contesting an objective or is wholly within enemy territory.

In addition, at the end of each Path to Glory battle, you can spend 1 glory point to gain 1 additional quest point.

Once you have gained 3 or more quest points, you complete this quest. Add D6 renown to your Harbinger. In addition, if you have an Ancient Roads territory, you can upgrade it to a Trade Route without spending any glory points.

Adding a Harbinger

Once you have completed the ‘Agents of Upheaval’ quest, you can add a Harbinger to your order of battle. You do not need to spend any additional glory points to do so. Each Grand Alliance has one type of Harbinger available:
When you add a Harbinger to your order of battle, add a note beside that unit saying ‘Harbinger’.

Designer’s Note - Harbingers of Decay: If your roster is from the Chaos Grand Alliance, you might have more than one Harbinger of Decay on your order of battle. We can only assume that the one with the ‘Harbinger’ note carries the greater portion of the Grandfather’s favour!

Communication Outposts

Communication outposts allow you to reach out and coordinate support from allied settlements, as well as to access more powerful advanced veteran abilities for the Harbingers.

Establishing a Communication Outpost

After winning a battle using this battlepack, if you have a Harbinger on your order of battle, you can choose to establish a communication outpost at the end of step 6 of the aftermath sequence. In order to do so, you must spend 5 glory points.

If you already have the maximum number of outposts your stronghold allows (you can have up to 1 outpost if you have a stronghold, up to 2 outposts if you have an imposing stronghold, or up to 3 outposts if you have a mighty stronghold), you can choose to remove one of your existing outposts to allow the establishment of the new communication outpost. Removing an outpost may reduce one of your order of battle limits. After removing an outpost, if you have more units of a certain type than your order of battle limits allow, you must remove units of that type from your order of battle until you no longer have more units of that type than your order of battle limits allow.

If you do decide to establish the communication outpost, pick one of the territories under your control that does not currently have an outpost on it, and add a note beside that territory on your roster saying ‘Communication Outpost’.

Outpost Benefits

Communication outposts provide the following benefits:


Receiving Messages

If you have a communication outpost, you can roll once on the following table during step 6 of the aftermath sequence:

D6RESULT
1-2No messages.
3Requested Resources: You can spend 1 glory point to send resources to an allied settlement. If you do so, you receive 1 alliance point.
4Call for Aid: You can pick 1 unit that is not a HERO on your order of battle to send to your allies’ aid. If you do so, roll a dice. On a 3+, you receive 1 alliance point. However, on a 1-2, that unit suffers significant losses in the ensuing battle and you must make a casualty roll for it as if it had been destroyed in battle.
5War Council: You can pick 1 HERO on your order of battle to journey to the alliance war council. Add 1 to the roll if the chosen HERO is your warlord. On a 3+, you receive 1 alliance point. However, on a 1-2, that HERO is ambushed along the way and you must make an injury roll for it as if it had been destroyed in battle.
6Offer of Support: You receive 1 alliance point.

Requesting Support

Once you’ve established contact and helped nearby settlements out, you can spend your accumulated alliance points to request aid in an upcoming battle. If you choose to do so, at the start of any Path to Glory battle, before deployment, you can pick one of the abilities from the tables below, spend 1 alliance point and roll a dice. Add 1 to the roll if the faction you are requesting aid from is listed as an ally in your faction’s Pitched Battle profiles. On a 3+, you can use your chosen ability during that battle.

Use the following table if your warlord has the ORDER keyword:
FACTIONABILITY
Cities of SigmarHallowed Ground: After deployment but before the first battle round begins, you can say that the battlefield is hallowed ground. If you do so, each terrain feature on the battlefield that is not faction terrain has the Inspiring scenery rule (core rules, 28.1.3) in addition to any other scenery rules it has.
Daughters of KhaineShadowy Informants: Once per battle, you can use a command ability without a command point being spent.
FyreslayersRunic Charm: Once per battle, when you pick a friendly HERO to fight, you can say that it will activate the runic charm. If you do so, add 1 to wound rolls for attacks made by that unit until the end of that phase.
Idoneth DeepkinEthersea Mist: During the first battle round, friendly units are treated as being in cover while they are wholly within your territory.
Kharadron OverlordsHitch a Ride: During deployment, you can pick 1 friendly unit that does not have a mount and that has a Wounds characteristic of 3 or less to hitch a ride. Instead of setting up that unit on the battlefield, place it to one side as a reserve unit.

If you do so, at the end of your first movement phase, you can set up that unit anywhere on the battlefield, more than 9" from all enemy units.
Lumineth Realm-lordsAetherquartz Focus: Once per battle, in the hero phase, you can pick 1 friendly WIZARD to use the Aetherquartz Focus. Add 1 to casting rolls for that WIZARD until the end of that phase.
SeraphonAstromatrix Suppression: Once per battle, you can attempt to unbind an enemy spell anywhere on the battlefield. If you choose to do so, add 1 to the unbinding roll.
Stormcast EternalsSigmar’s Blessing: Once per battle, in the combat phase, when a friendly unit is picked as the target of an attack, you can say that it is blessed. If you do so, that unit has a ward of 6+ until the end of that phase.
SylvanethPlace of Power: After deployment but before the first battle round begins, pick 1 terrain feature on the battlefield that is not faction terrain. That terrain feature is treated as a wyldwood (core rules, 17.1.4) in addition to any other scenery rules it has for the duration of the battle.

Use the following table if your warlord has the CHAOS keyword:
FACTIONABILITY
Beasts of ChaosBestial Dominance: Once per battle, at the start of the combat phase, you can pick 1 enemy MONSTER within 3" of a friendly MONSTER and say that the enemy MONSTER will be dominated. If you do so, until the end of that phase, when determining which row to use on that enemy MONSTER’s damage table, it is treated as having suffered 10 wounds in addition to those that are actually allocated to it.
Blades of KhornePunish Sorcery: Once per battle, after a spell cast by an enemy WIZARD has been unbound, you can say that Khorne will punish the caster. If you do so, the WIZARD that cast the spell suffers D3 mortal wounds.
Disciples of TzeentchTwist of Fate: Once per battle, you can re-roll 1 hit roll, 1 wound roll or 1 save roll.
Hedonites of SlaaneshExcess of Depravity: Once per battle, at the start of a battle round, you can say that you will indulge in an excess of depravity. If you do so, your opponent must choose one of the following effects:
  • You receive 2 command points and they receive 1 command point.
  • They pick 1 of their units to suffer D3 mortal wounds.
Maggotkin of NurgleMiasma of Decay: After deployment but before the first battle round begins, pick up to D6 different enemy units on the battlefield. Each unit picked suffers 1 mortal wound.
SkavenGreat-mighty Schemes: At the start of the first battle round, after the players have received their starting command points, you can roll a dice. On a 4+, subtract 1 from your opponent’s command points (to a minimum of 0) and add 1 to your command points.
Slaves to DarknessDesecrated Battlefield: After deployment but before the first battle round begins, you can say that the battlefield has been desecrated. If you do so, each terrain feature on the battlefield that is not faction terrain has the Damned scenery rule (core rules, 28.1.3) in addition to any other scenery rules it has.
Use the following table if your warlord has the DEATH keyword:
FACTIONABILITY
Flesh-eater CourtsSpreading Delusion: Once per battle, when an enemy unit receives a command, you can say that it is affected by spreading delusion and roll a dice. On a 4+, the command is not received (it still counts as having been used) and the command point that was spent to issue the command is lost.
NighthauntHaunted Ruins: After deployment but before the first battle round begins, you can say that the battlefield has been haunted. If you do so, each terrain feature on the battlefield that is not faction terrain has the Sinister scenery rule (core rules, 28.1.3) in addition to any other scenery rules it has.
Ossiarch BonereapersDefensive Discipline: Once per battle, 1 friendly unit can receive the All-out Defence command without the command being issued and without a command point being spent.
Soulblight GravelordsVampiric Transference: Once per battle, at the end of the combat phase, you can pick 1 friendly HERO within 1" of an enemy HERO and say that it will use Vampiric Transference. If you do so, roll 3 dice. For each 5+, that enemy HERO suffers 1 mortal wound and you can heal 1 wound allocated to that friendly HERO.

Use the following table if your warlord has the DESTRUCTION keyword:
FACTIONABILITY
Gloomspite GitzHallucinogenic Mushrooms: Once per battle, at the beginning of the combat phase, you can pick 1 friendly unit and say that they will consume hallucinogenic mushrooms. If you do so, roll a dice. On a 3+, add 1 to the Attacks characteristic of that unit’s weapons until the end of the phase. On a 1-2, that unit suffers D3 mortal wounds.
Ogor MawtribesA Hearty Meal: Once per battle, 1 friendly unit can receive the Forward to Victory command without the command being issued and without a command point being spent.
Orruk WarclansKrule Planz: After deployment but before the first battle round begins, you can say that the battlefield has been set with jagged traps. If you do so, each terrain feature on the battlefield that is not faction terrain has the Deadly scenery rule (core rules, 28.1.3) in addition to any other scenery rules it has.
Sons of BehematThrown Boulders: After deployment but before the first battle round begins, pick 1 terrain feature on the battlefield that is not faction terrain and roll a dice. On a 3+, remove that terrain feature from the battlefield, and each enemy unit on or within 1" of that terrain feature suffers D3 mortal wounds.

Harbingers and Renown

Harbingers earn different ranks and veteran abilities to other units. Do not use the ‘Heroes and Renown’ section of the Core Book for Harbingers. Instead, use the table below.

RENOWN POINTSHARBINGER RANK
0-10Rising Harbinger
11-15Notable Harbinger
16-20Veteran Harbinger
21-25, requires communication outpostRenowned Harbinger
26-30, requires communication outpostMighty Harbinger

Harbinger Veteran Abilities

Each Harbinger has a unique set of veteran abilities that they must choose from each time they progress to a new rank. Only 1 ability may be chosen from each rank, but you can spend 5 glory points in step 3 of the aftermath sequence to re-train your Harbinger and switch to a different ability if you wish.

GRIMHOLD EXILE VETERAN ABILITIES
RankVeteran Abilities
Notable HarbingerChild of Grimnir: Add 1 to the Attacks characteristic of this unit’s Fyrerune Hammers.ORHardy: Add 1 to the Wounds characteristic of this unit.
Veteran HarbingerBattle Cry: Friendly ORDER units wholly within 12" of this unit can re-roll wound rolls of 1.ORChampion of Order: Friendly ORDER units wholly within 12" of this unit have a Bravery characteristic of 9 unless it would be higher.
Renowned HarbingerLeaping Strike: You can pick 1 enemy unit within 6" instead of 1" when this unit uses the Last of the Lodge-fire ability.ORFlame of Defiance: This unit can issue the All-out Attack command once per turn without a command point being spent.
Mighty HarbingerVolcanic Endurance: This unit can run and still charge later in the turn.ORDestined Fate: This unit has a ward of 4+.

HARBINGER OF DECAY VETERAN ABILITIES
RankVeteran Abilities
Notable HarbingerRelentless: Add 2" to the Move characteristic of this unit.ORBloated: Add 1 to the Wounds characteristic of this unit.
Veteran HarbingerInevitable: Add 2 to the Bravery characteristic of friendly units while they are wholly within 12" of this unit.ORWave of Lethargy: Subtract 1" from the Move characteristic of enemy units while they are within 12" of this unit.
Renowned HarbingerAura of Vigour: Add 1 to wound rolls for attacks made by friendly units while they are wholly within 12" of this unit.ORAura of Decay: Subtract 1 from hit rolls for attacks made by enemy units while they are within 6" of this unit.
Mighty HarbingerImpending Doom: At the end of the charge phase, pick 1 enemy unit within 3" of this unit and roll 2D6. If the result is higher than the Bravery characteristic of that unit, the strike-last effect applies to that unit until the end of the phase.ORUnholy Resilience: This unit has a ward of 4+.

MARROWSCROLL HERALD VETERAN ABILITIES
RankVeteran Abilities
Notable HarbingerUnnatural Strength: Add 1 to wound rolls for attacks made with this unit’s Bone Scythe.ORFeast of Flesh: Add 1 to the Wounds characteristic of this unit.
Veteran HarbingerHorrific Presence: Subtract 2 from the Bravery characteristic of enemy units while they are within 6" of this unit.ORDreadful: Subtract 1" from the Move characteristic of enemy units while they are within 12" of this unit.
Renowned HarbingerFerocious: Add 1 to the Attacks characteristic of this unit’s Bone Scythe.ORBeacon of Inspiration: This unit can issue the Rally command once per turn without a command point being spent.
Mighty HarbingerInfectious Fervour: Add 1" to the Move characteristic of friendly units while they are wholly within 12" of this unit.ORRegal Orator: When using the King’s Entreaty ability, you can pick 1 enemy unit within 6" instead of within 3".

RABBLE-ROWZA VETERAN ABILITIES
RankVeteran Abilities
Notable HarbingerVicious: Add 1 to the Attacks characteristic of this unit’s Moon-sickle and Basha.ORNimble: Add 2" to the Move characteristic of this unit.
Veteran HarbingerEnraging: Add 1 to wound rolls for friendly MONSTERS while they are wholly within 12" of this unit.ORGoading: Add 2" to the Move characteristic of friendly MONSTERS while they are wholly within 12" of this unit.
Renowned HarbingerUnderhanded: This unit can retreat and still charge in the same turn.ORInstinctive Control: This unit can ignore any wounds caused by its Get Goin’, Ya Gitz! ability.
Mighty HarbingerEndless Minions: This unit can use the Mushroom-stuffed Bat Squigs ability every turn instead of only once per battle.ORCrafty: This unit has a ward of 4+.
Battleplan

Staging Ground
 1

A scouting party has happened upon a hastily erected encampment where the enemy is mustering forces. The foe must think themselves clever indeed, for this camp lies within a hidden valley, supposedly safe from any outside assault. Taking advantage of this presumption, a daring raid by the enemy while the majority of the camp’s defenders are absent could offer a prime opportunity to seize crucial war materiel or secret plans. However, the infiltrators will have to claim their prize swiftly if they are to leave before reinforcements arrive.

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the infiltrator and which is the guard.

CONTINGENTS
The infiltrator must split their army into a scouting contingent and a reinforcement contingent. Each contingent must have as close to the same number of units as possible.

THE BATTLEFIELD
First, the infiltrator can set up a maximum of 3 terrain features wholly within their territory. Then, the guard can set up a maximum of 4 terrain features wholly within their territory. After the terrain features have been set up, starting with the guard, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
The guard can set up a faction terrain feature.

DEPLOYMENT
The guard sets up their army first, wholly within their territory. Then, the infiltrator sets up each unit in their scouting contingent either wholly within their territory and more than 9" from all enemy units, or wholly within their territory, wholly on a terrain feature and more than 3" from all enemy units. Units in the scouting contingent cannot be set up in reserve. The reinforcement contingent starts the battle in reserve and will arrive as described below.

SECRET PLANS
Place a marker representing the secret plans in the centre of the battlefield. During the hero phase, the infiltrator can roll a dice for each friendly HERO within 3" of the secret plans to attempt to recover them. Add 1 to the roll if the HERO is a Harbinger. On a 3+, the plans have been recovered, and you should place the marker so that it is touching the base of that model. If the model that has recovered the secret plans is slain, the marker remains on the battlefield and HEROES in the Infiltrator’s army can attempt to recover them once more.

If a move is made with a model that has recovered the secret plans, after the model has finished the move, move the secret plans marker so that it is once again touching the base of the model.

LEAVING THE BATTLEFIELD
At the end of each battle round, if the HERO that has recovered the secret plans is within 1" of the edge of the battlefield and more than 3" from all enemy units, they can leave the battle. If they do so, the battle ends immediately.

REINFORCEMENTS
At the end of the infiltrator’s movement phase in the second battle round, they can set up any friendly reserve units wholly within 7" of the battlefield edge and more than 3" from all enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until a unit in the infiltrator’s army leaves the battlefield while carrying the secret plans.

FIRST TURN
The infiltrator decides which player takes the first turn in the first battle round.

GLORIOUS VICTORY
If a unit in the infiltrator’s army leaves the battlefield while carrying the secret plans, the battle ends immediately and the infiltrator wins a major victory. Otherwise, when the battle ends:

  • If a unit in the infiltrator’s army is on the battlefield and is carrying the secret plans, the infiltrator wins a minor victory.

  • If the secret plans were never recovered by a HERO, the guard wins a major victory.

  • If the secret plans were recovered but are not being carried by a HERO at the end of the battle, the guard wins a minor victory.

BONUS RENOWN
Infiltrator: Each friendly unit that recovered the secret plans during the battle gains 1 renown point.

Guard: Each friendly unit that destroyed an enemy HERO while that HERO was carrying the secret plans gains 1 renown point.

Battleplan

Battle for the Pass
 2

Two rival armies have menaced one another’s borders for many turnings of the realmspheres, locked in a bloody stalemate. Now, travelling champions or wandering spies have revealed to the opposing warlords information concerning a secret pass that leads deep into enemy lands. The tectonic fury wracking the realms has only recently torn open this route, and there can be no doubt that canny generals of all allegiances will be looking to control a location of such strategic worth. Determined to make a swift breakthrough, both armies take up their weapons and march out, eager to claim the pass for themselves and at last break the bloody deadlock. What they find instead, however, is their nemesis waiting for them. Whoever can be driven from this pass will have their throat left exposed to a follow-up strike...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender.

THE BATTLEFIELD
Each dark grey area on the map should be marked off. Models cannot move over or end their move on a marked-off area of the battlefield. Visibility between 2 models is blocked if a straight line drawn between the closest points of the 2 models passes across a marked-off area of the battlefield.

The players roll off. First, the winner sets up 1 objective as shown on the map. Then, they set up the battlefield’s terrain features anywhere other than on the marked-off areas, and then the other player chooses which long edge of the battlefield is the northern edge. Do not use the Mysterious Terrain table for this battle. Instead, each terrain feature has the Deadly scenery rule (core rules, 28.1.3).

FACTION TERRAIN
Neither player can set up a faction terrain feature.

DEPLOYMENT
The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:

  • Score 1 victory point if you control the objective.

  • If you control the objective, score 1 victory point for each friendly unit wholly within enemy territory.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The players roll off to determine who decides which player takes the first turn in the first battle round.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who controls the objective at the end of the battle wins a minor victory.

If the players are tied on victory points and neither player controls the objective at the end of the battle, the battle is a draw.

BONUS RENOWN
Each friendly unit that is contesting the objective at the end of the battle gains 1 renown point.

Battleplan

Nexus of Power
 3

The Mortal Realms are criss-crossed by ley lines that thrum with arcane energy. Where these magical streams cross, potent nexuses of power form - sites saturated with magic, where feats of thaumaturgy infeasible elsewhere become all too possible. Since the beginning of the Dawnbringer Crusades, these nexuses have become increasingly coveted; it is upon such sites that new Sigmarite strongpoints are raised, their defences powered by the mystical confluences. A previously undiscovered nexus has been found and news of its existence brought to the attention of the region’s most powerful warlord. To lay claim to such a location could dramatically shift the balance of power; however, any battle waged around such a font of esoteric energy is sure to be destructive in the extreme...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features, ensuring that there are at least 3 terrain features wholly within the nexus territory indicated on the map. Then, the other player picks 1 terrain feature wholly within the nexus territory to be the nexus of power.

After the terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature that is not the nexus of power and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle. The nexus of power gains the Arcane, Mystical and Deadly scenery rules.

FACTION TERRAIN
Neither player can set up a faction terrain feature.

DEPLOYMENT
The players use alternating deployment, starting with the attacker. Neither player can use one-drop deployment (core rules, 26.2.1) in this battle. Each unit must be set up more than 9" from the nexus of power, more than 9" from all enemy units, and more than 6" from all friendly units. Units that cannot be set up in this manner must be set up in reserve: after that, they can be set up at the end of their controlling player’s first movement phase within 9" of the edge of a battlefield and more than 9" from all enemy units.

VICTORY POINTS
At the end of a player’s turn, if they control the nexus of power (core rules, 18.2), they score a number of victory points equal to the current battle round number.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The players roll off to determine who takes the first turn in the first battle round.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who controls the nexus of power at the end of the battle wins a minor victory.

If the players are tied on victory points and neither player controls the nexus of power at the end of the battle, the battle is a draw.

BONUS RENOWN
Each unit that is contesting the nexus of power at the end of the battle gains 1 renown point.

Battleplan

Brutal Interception
 4

Long-distance communication in the realms is fraught with peril, and almost always conducted under armed guard. Beyond the walls of cities and war camps lie vast stretches of land corrupted by the Ruinous Powers, lethal even to those who serve the Dark Gods. Nevertheless, attempts at carrying messages must be made - and in the act, they become vulnerable. A roving army has learned, through the whispering of watchful realm-walkers, that their rivals are transporting war plans, weapons, or some other form of critical dispatch between their home territories and a frontier stronghold. To intercept this could throw their enemies into disarray. The messengers’ guard will be lowest just before they reach a safe haven - but this also means that reinforcements will not be far behind...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the carrier and which is the interceptor.

CONTINGENTS
The carrier must split their army into a messenger contingent and a receiver contingent. Each contingent must have as close to the same number of units as possible.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

After the terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Neither player can set up a faction terrain feature.

DEPLOYMENT
The interceptor sets up their army first, wholly within their territory. Then, the carrier sets up their messenger contingent wholly within their messenger territory. The receiver contingent starts the battle in reserve and will arrive as described below.

REINFORCEMENTS
At the end of the carrier’s movement phase in the first battle round, they can set up any friendly reserve units wholly within the carrier’s receiver territory, more than 3" from all enemy units. If this is not possible, the carrier can set up these units wholly within 7" of the edge of the battlefield, more than 9" from all enemy units.

BATTLE LENGTH
The battle lasts for 4 battle rounds.

FIRST TURN
The carrier decides which player takes the first turn in the first battle round.

GLORIOUS VICTORY
When the battle ends:
  • If at least one unit in each of the carrier’s contingents is wholly within the carrier’s receiver territory, and each of these units is more than 3" from all enemy units, the carrier wins a major victory.

  • If there are no units in the messenger contingent on the battlefield, the interceptor wins a major victory.

  • If at least one unit in the carrier’s messenger contingent is wholly within the carrier’s receiver territory, the carrier wins a minor victory.

  • Otherwise, the interceptor wins a minor victory.

BONUS RENOWN
Carrier: Each friendly unit that is wholly within the carrier’s receiver territory and more than 3" from all enemy units gains 1 renown point.

Interceptor: Each friendly unit that is wholly within the carrier’s receiver territory and is within 3" of any enemy units gains 1 renown point.

Battleplan

Agents of Fate
 5

The realms are truly vast in scope, but even so, the actions of mighty champions can still resonate through history. In this time of uncertainty, such figures are on the move in great abundance; it seems that wherever one travels, champions are rising in response to the Era of the Beast and the Shudderblight, either looking to spread ruin or to stand against it. Whatever their purpose, they are the fulcrums around which fate turns. Yet the more these champions travel, the more vulnerable they are to the predations of their enemies. One such figure and their entourage now find themselves the targets of an ambush, set upon as they travel to the stronghold of a powerful ally who is currently under siege. They could stay and fight in an attempt to drive off their attackers, yet it is more important that they break through the enemy and press on to their destination - all the while remaining alive...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the escort and which is the ambusher. If the escort has a Harbinger HERO in their army, that HERO is the envoy. Otherwise, the escort must pick 1 HERO in their army to be the envoy.

THE BATTLEFIELD
The ambusher sets up the battlefield and then the envoy chooses which long edge of the battlefield is the northern edge.

FACTION TERRAIN
The ambusher can set up a faction terrain feature.

DEPLOYMENT
The escort sets up their army first, wholly within their territory and more than 12" from enemy territory. Then, the ambusher sets up their army wholly within their territory.

FIRST TURN
The ambusher decides which player takes the first turn in the first battle round.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

LEAVING THE BATTLEFIELD
At the end of each battle round, if the envoy is within 1" of the edge of the battlefield opposite their territory and more than 3" from all enemy units, they can leave the battle. If they do so, the battle ends immediately.

GLORIOUS VICTORY
If the envoy has left the battlefield, the escort immediately wins a major victory.

If the envoy is destroyed, the ambusher immediately wins a major victory. Otherwise, when the battle ends:

  • If the envoy is more than 3" from all enemy units, the escort wins a minor victory.

  • If the envoy is within 3" of any enemy units, the ambusher wins a minor victory.

BONUS RENOWN
Escort: If the envoy left the battlefield, they gain D3 renown points.

Ambusher: If a friendly unit destroyed the envoy, that unit gains D3 renown points.

Battleplan

Go for the Throat
 6

Through guile, treachery or bloody-handed marauding, a powerful force in the local region has discovered a critical weakness in the defences of a long-time enemy. It may be some old arcane totem whose power the foe is unprepared to deal with, a hidden entrance to some buried cavern network, or a hairline weakness in a fortress’s defences. Only by moving swiftly will they be able to capitalise on this golden opportunity. However, their prey is not blind to the danger bearing down upon them. Though they may not know exactly what it is their aggressors seek, they know that a formidable assault is coming. All that remains to be seen is whether their commanders can successfully intuit the approaching enemy’s intent - and do so quickly enough to be able to turn the tables...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender.

THE BATTLEFIELD
The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the minimum recommended number of terrain features. Each terrain feature must be wholly within the attacker’s territory or neutral territory, more than 3" from the battlefield edge, more than 6" from the defender’s territory and more than 9" from all other terrain features.

Then the defender sets up a minimum of 3 terrain features (but otherwise as many terrain features as they wish) wholly within their territory. After the terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

Finally, the attacker must decide which objective - A, B or C - is the weak point, and record this information on a piece of paper.

FACTION TERRAIN
The defender can set up a faction terrain feature.

DEPLOYMENT
The defender sets up their army first, wholly within their territory. Then, the attacker sets up their army wholly within their territory.

FIRST TURN
The attacker decides which player takes the first turn in the first battle round.

BATTLE LENGTH
The battle lasts for 4 battle rounds.

GLORIOUS VICTORY
When the battle ends:
  • The attacker must reveal which objective was the weak point.

  • If the attacker controls the weak point objective and that objective is not contested by any enemy units, they win a major victory.

  • If the attacker controls the weak point objective and that objective is contested by any enemy units, they win a minor victory.

  • If the defender controls the weak point objective and that objective is not contested by any enemy units, they win a major victory.

  • Otherwise, the defender wins a minor victory.

BONUS RENOWN
Each unit contesting the weak point objective gains 1 renown point.

Book II: Reign of the Brute

Welcome to the rules section of Dawnbringers Book II: Reign of the Brute. Here you will find the warscrolls for a host of new units, as well as rules for armies of renown: themed armies that use special sets of allegiance abilities. You will also find additional Path to Glory rules for the Cities of Sigmar that allow your army to take part in the Twin-Tailed Crusade in Aqshy and Ghyran.


Armies of Renown

These rules allow you to use an alternative set of allegiance abilities for your army. Armies that use these rules are called armies of renown. Armies of renown use the following rules:

The allegiance abilities of an army of renown replace the allegiance abilities of the faction it belongs to. For example, if your Gloomspite Gitz army is a Trugg’s Troggherd army of renown, you must use its allegiance abilities instead of those inside Battletome: Gloonispite Gitz.

In addition, the following rules from the faction’s battletome are not used:
You can still include faction terrain if the faction has any (for example, a Bad Moon Loonshrine can be included in a Gloomspite Gitz army that is a Trugg’s Troggherd army).

Each army of renown will list which units can be included in it. No other units can be included in the army, including allies.

The Twin-tailed Crusade: Chapter 1 - Grit & Zeal

Welcome to the first chapter of the Twin-Tailed Crusade, a series of rules that allows you to play through a Dawnbringer Crusade as part of your Cities of Sigmar Path to Glory campaign. In this first chapter, you take the helm of either the Aqshian or Ghyranite ventures as they take their first steps into the dangerous wilds beyond Hammerhal. Only with your courage and leadership can these fledgling crusades prevail.


Chapters of a Larger Story

Starting with this book, each instalment of the Dawnbringers series will include rules to recreate the Twin-Tailed Crusade in your Path to Glory campaign. Each book includes a different chapter in the story, and once you have played it through to conclusion, you will be rewarded based on how well your Path to Glory army fared. While each chapter can be played through on its own, collectors of the series will be able to play through each in order to create an epic narrative as they aim to establish a City of Sigmar out in the Mortal Realms.

Using These Rules

These rules are designed to be used alongside the Path to Glory rules in Battletome: Cities of Sigmar. If you decide your army will be on crusade (see Battletome: Cities of Sigmar, Embarking on a Dawnbringer Crusade), you can choose for it to be either an Aqshian crusade or a Ghyranite crusade. If you do so, use the rules in this section in addition to all the rules in the battletome for being on crusade, with the following amendments:
  • You accrue crusade points as normal; however, you will not found your city once you accrue 25. Instead, your crusade points determine how well your army fares and the rewards you receive at the end of the chapter (how to found your city will be covered in a future chapter).
  • There are quests for both the Aqshian crusade and for the Ghyranite crusade. These are special branching quests that will take different twists and turns as your campaign progresses. While on one of these quests, the battleplans are determined by the quest itself instead of being randomly determined. Begin with the ‘First Battle’ and follow the sequence according to whether you are victorious or not.
  • Use the Setbacks and Blessing tables below instead of the one in the battletome. There are tables for both the Aqshian crusade and the Ghyranite crusade.

STARTING CRUSADE POINTS
If you have already been fighting Path to Glory battles using a Cities of Sigmar Path to Glory army on crusade and have accrues any crusade points, your crusade points are set to 0 at the start of this campaign.

Twin-tailed Crusade Traits

During the Twin-Tailed Crusade, you take on the role of your crusade’s commander. You must contend with difficult choices as your soldiers traverse the wilderness, from the configuration of the forces at your disposal to the use of your supplies and how best to ensure your faithful crusaders survive to reach their destination.

Before you start an Aqshian or Ghyranite crusade, you can pick up to 3 different crusade traits from the appropriate table below. Each crusade trait can only be used once during your campaign, so choose wisely!

AQSHIAN CRUSADE TRAITS

Duardin Efficiency: The duardin of Hammerhal Aqsha are renowned for their ingenuity in field repairs, which allows them to push their equipment to the limit.
Once per campaign, in step 2 of the aftermath sequence, you can treat any friendly IRONWELD ARSENAL units that were destroyed during the battle as not being destroyed.
Aqshian Resolve: Natives of Aqshy rarely let minor wounds stop them from returning to the battlefield at the first opportunity.
Once per campaign, at the end of the aftermath sequence of a Path to Glory battle, for each unit on your order of battle that has a casualty score of 1 or more, reduce its casualty score by 1.
The Burning Star: Shaped from a fragment of emberstone, this much sought-after medal is awarded to those warriors who have displayed notable ferocity and fearlessness in battle.
Once per campaign at the end of a Path to Glory battle, each unit that took part in that battle gains 1 additional renown point.
No Strangers to Hardship: Veterans of fire-scarred battlefields where water and food alike are scarce, these warriors are expert scavengers.
Once per campaign, after a Path to Glory battle, you can use this trait to receive D6 additional glory points. You must spend those glory points in the aftermath sequence of that battle, otherwise they are lost.
Legacy of Service: Aqshy is seen as the military power centre of Sigmar’s empire, and it is here that the majority of his regiments are raised.
Once per campaign, in the aftermath sequence of a Path to Glory battle, you can add 1 unit to your order of battle without spending any glory points to do so.
Bonded by Fire: Nothing can cement the cause of an army better than the bonds of fellowship forged between its warriors in the heat of battle.
Once per campaign, in the aftermath sequence of a Path to Glory battle, you can reinforce 1 unit on your order of battle without spending any glory points to do so.

GHYRANITE CRUSADE TRAITS

Jade Vitality: Humans who reside in Ghyran benefit from extended lifespans and a natural resilience to otherwise crippling afflictions.
Once per campaign, at the end of the aftermath sequence of a Path to Glory battle, for each unit on your order of battle that has a casualty score of 1 or more, reduce its casualty score by 1.
Wellspring Scouts: No Ghyranite force is complete without those who know the realm’s paths and can harvest the natural blessings they offer.
Once per campaign, in the aftermath sequence of a Path to Glory battle, you can use this trait to subtract 1 from the glory points cost of each unit picked to recuperate (to a minimum of 0).
Ghyranite Healers: Crusaders of Ghyran are always accompanied by mages or green-priests skilled in the healing arts.
Once per campaign in the aftermath sequence of a Path to Glory battle, you can change the result of an Injury roll made for a friendly HERO to ‘Forged in Battle’.
Bountiful Reserves: The supply columns of Ghyranite crusades are filled to the brim with swift-growing and renewable plantstuffs.
Once per campaign, after a Path to Glory battle, you can use this trait to receive 1 additional glory point for each friendly unit that fought in the battle and was not destroyed.
Blessing of the Everqueen: Your venture has earned the blessing of the Everqueen herself - a mark of favour that inspires the soldiery.
Once per campaign, in the aftermath sequence of a Path to Glory battle, 2 units that took part in that battle can be picked to be your favoured warriors instead of 1.
Towards Greener Pastures: Ghyranites are forward-thinking and optimistic folk, confident that Sigmar’s empire will grow through hard work and willing sacrifice.
Once per campaign, at the end of a Path to Glory battle, each unit that took part in that battle gains 1 additional renown point.

Twin-tailed Crusade Setbacks

D6AQSHIAN CRUSADE SETBACKS TABLE
1Hunting Grounds: Blister-serpents, ashcrawlers, magmavores and much worse prey on your soldiers as they march through dangerous territory.
Roll a dice for each Battleline unit on your order of battle. On a 1-3, increase that unit’s casualty score by D3.
2Angry Mob: Fiery rhetoric has spurred these soldiers to dismantle some of your wheeled war machines to appease the Cult of the Wheel.
Roll a dice for each unit in your army that has any wheels (e.g. Steam Tanks). On a 1-2, that unit cannot move in your next Path to Glory battle (it has no wheels!).
3Fiery Winds: Sparks and cinders carried on furiously hot winds threaten to ignite your stores of blackpowder.
During your next Path to Glory battle, each time a friendly IRONWELD ARSENAL, FREEGUILD FUSILIERS or IRONDRAKES unit shoots, after all of its attacks have been resolved, roll a dice. On a 1, that unit suffers D6 mortal wounds.
4-5Sweltering Temperatures: The men and women of your crusade are subjected to unbearable heat that leaves them fatigued.
Subtract 1 from recuperation rolls made for friendly units this aftermath sequence.
6A Much Needed Miracle: Despite recent setbacks, a sign in the night sky portends good fortune.
Roll twice on the Aqshian Crusade Blessings table and pick either result.
D6GHYRANITE CRUSADE SETBACKS TABLE
1Oakblight: A foul rot has taken hold of the wood in your soldiers’ shields, turning them brittle.
During your next Path to Glory battle, subtract 1 from save rolls for attacks that target friendly CASTELITE units.
2Cloying Mists: A thick pall has fallen upon your crusade, obscuring the movements of the enemy and reducing the effectiveness of your guns.
During your next Path to Glory battle, models are not visible to each other if the distance between them is more than 12". Roll a dice at the start of each battle round after the first. On a 5-6, the mist clears and this rule no longer affects the battle.
3Swarms of Biting Insects: Mosquitoes the size of one’s hand descend upon the marching column in a swarm numbering in the hundreds of thousands.
Roll a dice for each Battleline unit on your order of battle. On a 1, increase that unit’s casualty score by D3.
4-5Endless Deluge: Ceaseless downpours have slowed your crusade as the ground beneath their feet turns to squelching mud.
You lose D3 glory points.
6A Much Needed Miracle: Despite recent setbacks, a sign in the night sky portends good fortune.
Roll twice on the Ghyranite Crusade Blessings table and pick either result.

Twin-tailed Crusade Blessings

D6AQSHIAN CRUSADE BLESSINGS TABLE
1A Night’s Respite: Tired from the march, a quiet night is a welcome blessing for your troops.
No effect.
2-3Unshakeable Faith: Priests from the Cults Unberogen speak of your righteous cause and inspire the soldiery to hold firm no matter the enemy they face.
During your next Path to Glory battle, you can issue both the Rally command and the Inspiring Presence command once per battle without a command point being spent.
4Ironweld Ingenuity: Your engineers are proud to report that your war machines are working in top order.
During your next Path to Glory, once in each of your shooting phases, you can re-roll 1 hit roll or wound roll made for an attack made by a friendly IRONWELD ARSENAL unit.
5Sacred Waters: A rare find indeed in the dry lands of Aqshy, this hidden spring of water is seen as a gift from Sigmar himself.
At the end of the aftermath sequence of this battle, for each unit on your order of battle that has a casualty score of 1 or more, reduce its casualty score by D3.
6Aqshian Zeal: The fires of battle have galvanised the spirits of these warriors, and their emboldened heroism has become the talk of the camp.
Pick 1 unit on your order of battle that is not a HERO and has not yet earned the rank of ‘Legendary Veteran Warriors’. That unit gains enough renown points to earn its next rank.
D6GHYRANITE CRUSADE BLESSINGS TABLE
1A Night’s Respite: Tired from the march, a quiet night is a welcome blessing for your troops.
No effect.
2-3Jade Rains: Blessed drops of Aqua Ghyranis fall from the sky, restoring your beleaguered soldiers.
Roll a dice for each unit on your order of battle that has a casualty score or has an injury. On a 4+, subtract D3 from that unit’s casualty score or remove its injury (whichever is appropriate).
4Sylvaneth Allies: The guardians of the forest through which you march aid your journey by granting you passage along hidden paths.
During your next Path to Glory battle, after deployment but before the first battle round begins, you can pick up to D3 friendly units to make a normal move (they cannot run).
5Blessing of Ghyran: Upon marching through a secluded grove, some of your warriors find a faint green aura emanating from their armour and clothes.
Pick up to D3 units on your order of battle. During your next Path to Glory battle, these units have a ward of 6+.
6Ghyranite Grit: Where others have faltered, one group of warriors under your command have shown unwavering grit even in the face of overwhelming odds. You decide a field promotion for them will boost the spirits of your soldiers.
Pick 1 unit on your order of battle that is not a HERO and has not yet earned the rank of ‘Legendary Veteran Warriors’. That unit gains enough renown points to earn its next rank.

Aqshian Crusade Branching Quest

VICTORY
FIRST BATTLE
SEAMS OF EMBERSTONE
You enter a series of canyons shaped from glasslike obsidian, flecked here and there with precious seams of emberstone - that most priceless of Aqshian resources. Yet enemies draw near on all sides, equally tempted by this bounty of realmstone.

Battleplan: Carve a Path
DRAW OR DEFEAT
Reward: Each unit on your order of battle gains 1 additional renown point.
SECOND BATTLE
FIRE AND FURY
Your scouts discover a mass grave of sacrificial slaughter that is strewn with the iconography of the Dark Gods. A mile south you discover the perpetrators, who have already begun their deadly ritual.

Battleplan: The Ritual. You are the disruptor.
SECOND BATTLE
POWDER BURNS
Your expedition must pass through a sweltering volcanic valley, where the temperatures are so intense that fingerbite powder catches alight and explodes in your gunners’ hands.

Battleplan: Breakthrough. You are the invader.
VICTORY
DRAW OR DEFEAT
VICTORY
Reward: Pick 1 artefact of power available to your army and add it to your vault.

VICTORY
FINAL BATTLE
QUELL THE FLAMES
You have been marching steadily through a particularly ferocious cinder-storm. Suddenly you hear the sounds of screams and gunfire. Enemies have struck at the flanks of your column, and you must now repel the attackers whilst quelling the fires they have set to destroy your supply convoy.

Battleplan: The Cinderstorm.

Reward: If you win a major victory you earn D6 additional crusade points. If you win a minor victory, you score D3 additional crusade points.

Once you have fought this battle, you complete this quest and this chapter.
Reward: You can pick 2 units to be your favoured warriors instead of 1.

VICTORY

Ghyranite Crusade Branching Quest

VICTORY
FIRST BATTLE
THE VERDANT PATHS
Geomantic ley lines are the key Io power for several vying factions within the realm of Ghyran, all of which aim to use them for their own gains. For your crusaders, these ley lines not only provide a path to your final destination but act as a source of vitality that will help them reach it.

Battleplan: Lifelines.
DRAW OR DEFEAT
Reward: Each unit on your order of battle gains 1 additional renown point.
SECOND BATTLE
THE BATTLE IN ROTWOOD
In an area plagued by the foul taint of Nurgle, you come across an enemy force that blocks your path.

Battleplan: Sudden Assault. You are the invader.

Terrain: Each terrain feature has the ‘Deadly’ scenery rule (core rules 28.1.3).
SECOND BATTLE
A BLOODY HARVEST
Treachery lies at every turn through the thickets and forests of Ghyran, and you suddenly find yourself beset on all side by enemies. It is time to fight for your lives!

Battleplan: The Trap. You are the invader.
VICTORY
DRAW OR DEFEAT
VICTORY
Reward: Pick 1 artefact of power available to your army and add it to your vault.

VICTORY
FINAL BATTLE
PLANTING SEEDS
As you progress ever deeper into untamed lands, your green-priests and aelven cultivators seed the earth with fertile and swift-growing crops, allowing your army to sustain itself. Yet your enemies see such cultivation as the province of weaklings, worthy only of despoilment and destruction.

Battleplan: The Cinderstorm.

Reward: If you win a major victory you cam D6 additional crusade points, if you win a minor victory you score D3 additional crusade points.

Once you have fought this battle, you complete this quest and this chapter.
Reward: You can pick 2 units to be your favoured warriors instead of 1.

VICTORY

Veteran Abilities

Each time a CITIES OF SIGMAR unit on your Path to Glory roster gains a veteran ability, you can pick 1 of the veteran abilities from the table below instead of the table found in the Core Book or Battletome: Cities of Sigmar.

AQSHIAN CRUSADE VETERAN ABILITIES
For Sigmar!: Gripping their Coin Malleus with pride, these warriors commit themselves to a furious charge in the name of the God-King.
This unit can use this veteran ability once per battle at the start of your charge phase. If it does so, add 3 to charge rolls made for this unit in that phase.
Holy Crusaders: These warriors have drawn the gaze of Sigmar himself, who grants them the fortitude to fight on through the harshest conditions.
This unit can use this veteran ability once per battle at the end of your movement phase, if it has been destroyed. If it does so, you can roll a dice and add the number of the current battle round to the roll. On a 6+, you can set up this unit again on the battlefield, wholly within your territory and more than 9" from all enemy units.
Defiant Invaders: Nothing spurs these warriors on more than to be behind enemy lines, wreaking panic and disaster upon their hated foes.
This unit can use this veteran ability once per battle at the start of the combat phase. If it does so, add 1 to the Attacks characteristic of melee weapons used by this unit in that turn while it is wholly within enemy territory.

GHYRANITE CRUSADE VETERAN ABILITIES
Waste Not, Want Not: These warriors make ideal use of the materials left behind by their defeated foes.
This unit can use this veteran ability once per battle in the combat phase if an enemy unit was destroyed by attacks made by this unit in that phase. If it does so, add 1 to save rolls for attacks that target this unit for the rest of the battle.
Glory Hunters: These warriors are desperate for accolades and military honours, and they will engage the deadliest foes in order to prove their martial skill.
This unit can use this veteran ability once per battle at the start of the combat phase. If it does so, add 1 to hit rolls and wound rolls for attacks made by this unit in that phase that target an enemy HERO.
Masters of their Surroundings: These warriors are experts in camouflage and fieldcraft, using the terrain as cover while they unleash hell upon their enemies.
This unit can use this veteran ability once per battle, in the hero phase. If it does, until the end of that turn, add 1 to save rolls for attacks that target this unit while it is within 3" of a terrain feature.

End of the First Chapter

After fighting the final battle of your branching quest, you complete the quest and this chapter of the Twin-Tailed Crusade. The number of crusade points you have gained will determine the outcome of the chapter and the rewards you receive. Add up your crusade points and consult the table below.

THE NEXT CHAPTER
Upon completing this chapter, you can continue your Path to Glory campaign in one of two ways:

Firstly, you can choose to await the next chapter of the Twin-Tailed Crusade. If you do so, you can continue to fight Path to Glory battles in the meantime but do not gain or lose any crusade points until you begin the next chapter.

Alternatively, you can continue your Path to Glory campaign using the rules for the Dawnbringer Crusade in Battletome: Cities of Sigmar. If you do so, keep your current crusade points as you work towards a total of 25, with which you can found your city.

Crusade PointsCHAPTER 1 OUTCOMES
0-4Downtrodden But Not Defeated: Battered and bruised, the soldiers under your command have fought a series of gruelling battles and many of their number have not lived to tell the tale. However, those who still stand are all the more determined to continue the march.
Chapter Reward: For the next 3 Path to Glory battles your army fights, once per battle, you can issue the Inspiring Presence command to a unit without spending a command point to do so.
5-9A Noble Effort: The Grand Conclave congratulate your efforts and the sacrifices you have made to secure the triumph of the Twin-Tailed Crusade. The losses you have suffered are great, but not so terrible that you lack the manpower to hold on to your gains.
Chapter Reward: Every unit on your order of battle receives 5 renown points.
10+Examplars of Sigmar: Already songs are being sung across the taverns of Hammerhal celebrating your success. As a reward, the Grand Conclave sends forward a valuable heirloom to aid your cause and help you overcome the many challenges you are still to face.
Chapter Reward: Pick 1 artefact of power available to your army and add it to your vault.
Aqshian Crusade - Battleplan 1

The Cinderstorm

The enemy attacks your vulnerable munitions transports, setting them aflame. Repel the foe and douse the fires before vital supplies are lost.

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the crusader. Their opponent is the attacker.

THE BATTLEFIELD
Place tokens in the locations shown on the map to represent the supply carts. Then roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

DEPLOYMENT
The attacker sets up their army first, wholly within their territory and more than 6" from enemy territory. Then the crusader does the same.

FIRST TURN
The attacker takes the first turn in the first battle round.

BURNING SUPPLY CARTS
Units in the attacker’s army treat the supply carts as enemy models and can attack them with melee weapons (they are not affected by spells or abilities). The supply carts are considered to have a Wounds characteristic of 10 and a Save characteristic of 4+. A supply cart is destroyed when 10 wounds have been allocated to it.

RACE AGAINST TIME
At the end of the crusader’s movement phase, if any of their units are within 1" of a supply cart, you can say that they will attempt to extinguish the fires set upon it. if you do so, roll a dice. On a 4+, the fires on that supply cart have been extinguished. However, units in the crusader’s army within 1" of that supply cart cannot make pile in moves in that turn.

THE FIRE RISES
At the end of each battle round, the attacker rolls a dice for each supply cart on the battlefield whose fires have not been extinguished to determine the damage caused to it by the fires. On a 2+, allocate D3 wounds to that supply cart.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until all of the supply carts have been destroyed.

GLORIOUS VICTORY
If all of the supply carts have been destroyed, the battle ends immediately and the attacker wins a major victory.

If 3 supply carts have been destroyed when the battle ends, the attacker wins a minor victory.

If none of the supply carts have been destroyed when the battle ends, the crusader wins a major victory.

If 1-2 supply carts have been destroyed when the battle ends, the crusader wins a minor victory.

Aqshian Crusade - Battleplan 2

Carve a Path

The Aqshian wilderness is filled with raiders and head-takers who lurk in wait for the chance to spill Dawnbringer blood. One such host of killers has laid an ambush for your warriors, hoping to separate them from the rest of The crusade force and annihilate them. You must lead a death-defying charge through the jaws of this trap and exploit the foe’s overconfidence, thereby earning another glorious victory for the Twin-Tailed Crusade.

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the crusader. Their opponent is the trap master.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

DEPLOYMENT
The territories for the battle are shown on the map below. The players alternate setting up units one at a time, starting with the trap master. Each player must set up their units wholly within their territory.

FIRST TURN
The trap master chooses which player takes the first turn in the first battle round.

CARVE A PATH
In this battle, the players fight for control of the small quarters of the battlefield (core rules, 28.2.8) instead of objectives. Each small quarter is controlled in the same manner as an objective (core rules, 18.1.1), except that models must be wholly within a small quarter to be able to contest it, and each player can only gain control of 1 small quarter in each of their own turns. In addition, each small quarter counts as an objective for the purposes of abilities.

NO WAY THROUGH
If a player gains control of a small quarter, that small quarter cannot be controlled by the opposing player for the rest of the battle.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If a player controls 4 small quarters of the battlefield that are all touching each other short edge to short edge, long edge to long edge or corner to corner across the battlefield in a straight line (as shown on the map), they immediately win a major victory.

If neither player has won a major victory when the battle ends, then the player who destroyed the most enemy units wins a minor victory. Any other result is a draw.

Ghyranite Crusade - Battleplan 1

Lifelines

The Jade Kingdoms are bound together by countless ley lines, invisible patterns of magical energy that radiate soothing life energy. Your crusade has stumbled upon the enemy in the process of corrupting these ley lines by foul means, a tactic that will despoil the verdant landscape of Ghyran and threaten your progress. Such vile sabotage cannot be tolerated. You must destroy these corruptors and ensure their schemes come to naught.

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the crusader. Their opponent is the corrupter.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. After terrain features have been set up, starting with the player who won the roll off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

FIRST TURN
The crusader takes the first turn in the first battle round.

DEPLOYMENT
The corrupter sets up their army first, wholly within their territory and more than 9" from enemy territory. Then the crusader does the same.

THE GEOMANTIC LEY LINE
In this battle, players fight over the edge of each territory that runs through the centre of the battlefield, hereafter referred to as the ley line. At the end of each battle round, if a player has more models within 1" of the ley line, that player scores 1 victory point.

THE LIFELINE
At the end of the battleshock phase, each player can heal up to D3 wounds allocated to each friendly unit within 1" of the ley line or, if no wounds have been allocated to that unit, they can return a number of slain models to it that have a combined Wounds characteristic of D3 or less.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who destroyed the most enemy units wins a minor victory. Any other result is a draw.

Ghyranite Crusade - Battleplan 2

In Bloom

As your crusade proceeds across Ghyran, its green-priests and Jade Wizards sow swift-growing seeds into the loam, in order to give rise to crops that can be harvested. Yet the enemy seeks to prevent this process, thereby robbing your tired and hungry soldiers of a vital food source. Send forth your hardiest warriors to clear a path, and ensure that nothing threatens the crusade’s momentum.

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the crusader. Their opponent is the attacker.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

DEPLOYMENT
The attacker sets up their army first, wholly within their territory and more than 9" from enemy territory. Then the crusader does the same.

FIRST TURN
The crusader takes the first turn in the first battle round.

FERTILE PLAINS
In this battle, the players fight for control of the 16 small quarters of the battlefield (core rules, 28.2.8). Each small quarter is controlled in the same manner as an objective (core rules, 18.1.1), except that models must be wholly within a quarter to be able to contest it. In addition, each small quarter counts as an objective for the purposes of abilities.

BOUNTIFUL HARVEST
At the end of the battle, each player rolls a dice for each small quarter they control and adds the results together. The total is that player’s seedling score.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the highest seedling score at the end of the battle wins a major victory.

If the players’ seedling scores are tied, the player who controls the most small quarters of the battlefield wins a minor victory.

If the players are still tied, then the player who destroyed the most enemy units wins a minor victory. Any other result is a draw.

Story Battleplan 1

Flagship Down

Admiral Khrufin, rising star of Barak-Zilfin, had travelled to Verdia on the Ironclad Grimmbar, intent on trade. Yet his Kharadron privateers instead found themselves attacked by King Brodd’s vast gargant stomp, their flagship smashed from the skies by hurled debris. As Admiral Khrufin tried to salvage his scattered cargo - a shipment of weapons - the Sons of Behemat and their greenskin allies came on, seeking to slay the remaining duardin. Yet with the might of a Grundstok Expeditionary Force at his command, the vengeful Khrufin would not be so easily disposed of.

STORY BATTLEPLAN
You can use this battleplan if one player is using a Grundstok Expeditionary Force army.

THE ARMIES
The player with the Grundstok Expeditionary Force army is the defender. Their opponent is the attacker.

THE BATTLEFIELD
First, place tokens in the locations shown on the map to represent the weapon crates. Then, the players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

DEPLOYMENT
The attacker sets up their army first, wholly within their territory and more than 3" from enemy territory. Then the defender does the same.

FIRST TURN
The attacker takes the first turn in the first battle round.

RETRIEVAL OPERATION
At the end of their movement phase, if any units in the defender’s army are within 1" of a weapon crate, they can roll a dice. On a 3+, that cache has been reclaimed and its token is removed from the battlefield. Keep track of the number of weapon crate tokens that have been reclaimed.

DESPERATE MEASURES
In their shooting phase, the defender can pick 1 friendly unit armed with missile weapons and 1 weapon crate within range of any of those missile weapons. If they do so, that unit cannot make shouting attacks in that phase, but the defender can roll a dice. On a 3+, that weapon crate explodes and each unit within 6" of that token suffers D3+3 mortal wounds. Then, remove that token from the battlefield.

INCOMING!
At the start of the battle, the attacker can nominate any of their units that are not HEROES or MONSTERS to be horde units. If they do, the attacker uses the following rules:
  • At the end of your movement phase, if any horde units have been destroyed, you can set up a replacement unit identical to the one that was destroyed wholly within 7" of a battlefield edge and more than 9" from all enemy units. If this replacement unit is later destroyed, it can be replaced again (and so on).
  • At the end of your turn, you can remove any horde units from the battlefield. If you do so, those units count as being destroyed and replacement units can be set up for them at the end of your next movement phase as described previously.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If the defender has reclaimed 8 or more weapon crates and has 2 or more friendly units wholly within their territory when the battle ends, they win a major victory.

If the defender has no friendly units wholly within their territory when the battle ends, the attacker wins a major victory.

If neither player wins a major victory when the battle ends, the player who destroyed the most enemy units wins a minor victory. Any other result is a draw.

Story Battleplan 2

Fort Gardus Must Fall

King Brodd has brought death and destruction to the gates of Fort Gardus. The Prophet of Behemat aims to pulverise this monument of the God-King’s faith, and with the fury of Tuskboss Hornsplitta and his grunta-riding orruks on his side, he has all the weapons he needs to crack the Stormkeep open. Yet first Brodd must shatter the spiritual ward which surrounds Fort Gardus, channelling the power of the World Titan to shatter a sacred guardian idol through which it is projected. Lord-Celestant Gardus Steel Soul and his Hallowed Knights soon recognise what Brodd intends, and orders a sally in a desperate attempt to drive the Sons of Behemat back.

STORY BATTLEPLAN
You can use this battleplan if one player is using a King Brodd’s Stomp army and KING BRODD is included in that army.

THE ARMIES
The player with the King Brodd’s Stomp army is the attacker. Their opponent is the defender.

THE BATTLEFIELD
This battle is fought on the grounds surrounding Fort Gardus, and appropriate terrain features should be used to represent this. The defender sets up the battlefield’s terrain features and must set up an appropriate terrain feature in the centre of the battlefield to represent a guardian idol. After terrain features have been set up, starting with the defender, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

DEPLOYMENT
The attacker sets up their army first, wholly within their territory and more than 6" from enemy territory. Then the defender does the same.

FIRST TURN
The attacker takes the first turn in the first battle round.

CHANNELLING THE GREAT STOMP
In this battle, the players are fighting over the fate of the guardian idol at the centre of the battlefield. The guardian idol is protected by a celestial barrier that has a starting integrity score of 30.

Each time the attacker would be able to carry out a monstrous rampage with a friendly unit, if that unit is within 3" of the guardian idol, the attacker can say that it will channel the power of the Great Stomp instead of carrying out a monstrous rampage. If they do so, they roll a dice for that unit and add the result to their Great Stomp score. Their Great Stomp score starts at 0.

TO THE KEEP!
At the end of their movement phase, the defender can pick 1 unit in their army that is within 3" of the guardian idol and say that it will bolster the celestial barrier. If they do so, they roll a dice and add the result to the barrier’s integrity score. However, that unit cannot make attacks or attempt a charge that turn.

THE KING’S PROCESSION
Starting from the fourth battle round, at the end of their movement phase, the attacker can pick 1 friendly unit that has been destroyed, except KING BRODD. If they do so, they can set up a replacement unit identical to the one that was destroyed wholly within 7" of a battlefield edge and more than 9" from all enemy units. If this replacement unit is later destroyed.
it can be replaced again (and so on).

BATTLE LENGTH
The battle lasts 5 battle rounds.

GLORIOUS VICTORY
If the Great Stomp score is greater than the integrity score when the battle ends, the attacker wins a major victory.

If the integrity score is greater than the Great Stomp score when the battle ends, the defender wins a major victory.

If the scores are equal, the battle is a draw.

Story Battleplan 3

The Battle for Trucebreak

Battered and bloodied by weeks of constant battle, the Dawnbringers of the Aqshian crusade find themselves trapped in the frontier strongpoint of Trucebreak. Surging forth to assault their meagre fortifications comes the horde of the fearsome Trugg. The Troggoth King aims to tear Trucebreak apart stone by stone, shattering the arcane nexus upon which it rests - a font of power that throbs in his mind like a migraine. Unfortunately for the defenders of Trucebreak, their furious bombardments have caused the mystical leystone atop Trugg’s back to go haywire, with catastrophic and unpredictable results.

STORY BATTLEPLAN
You can use this battleplan if one player is using a Trugg’s Troggherd army and TRUGG is included in that army.

THE ARMIES
The player with the Trugg’s Troggherd army is the attacker. Their opponent is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

DEPLOYMENT
The attacker sets up their army first, wholly within their territory and more than 6" from enemy territory. Then the defender does the same.

FIRST TURN
The attacker takes the first turn in the first battle round.

DISRUPT THE LEY LINES
In this battle, the lines that separate the small quarters of the battlefield (core rules, 28.2.8) and that reach from one battlefield edge to another represent geomantic ley lines that the attacker is trying to disrupt.

Units in the attacker’s army treat the ley lines as enemy models that can only be allocated wounds or mortal wounds caused by attacks made with melee weapons and that cannot be affected by abilities. Each ley line is considered to have a Wounds characteristic of 12 and a Save characteristic of 4+. A ley line is destroyed when 12 wounds or mortal wounds have been allocated to it.

HAYWIRE LEYSTONE
If the attacker uses TRUGG’s Malfunctioning Leystone ability, the result that they pick triggers the relevant effect below (in addition to the normal effect of the ability).

The effect lasts until the start of the attacker’s next hero phase.

Aspect of Shyish: Both players must subtract 1 from ward rolls for friendly units.

Aspect of Ghur: Both players can re-roll charge rolls for friendly units.

Aspect of Aqshy: Each unit within 3" of a terrain feature at the end of the movement phase suffers D3 mortal wounds.

Aspect of Hysh: Negative modifiers to save rolls, hit rolls and wound rolls are ignored by both players.

Aspect of Ulgu: Both players must subtract 1 from hit rolls for attacks made by friendly units.

Aspect of Chamon: Both players add 1 to save rolls for friendly units.

BATTLE LENGTH
The battle lasts for 5 battle rounds, until all of the ley lines have been disrupted, or until all units in the attacker’s army have been destroyed - whichever happens first.

GLORIOUS VICTORY
If all of the ley lines have been disrupted, the attacker wins a major victory.

If all of the units in the attacker’s army have been destroyed, the defender wins a major victory.

If 3-4 of the ley lines have been destroyed and TRUGG is on the battlefield when the battle ends, the attacker wins a minor victory.

If 2 or fewer of the ley lines have been destroyed and TRUGG has been slain when the battle ends, the defender wins a minor victory.

Any other result is a draw.

Story Battleplan 4

Maw-grunta Stampede

Barrelling across the realms on their enormous Maw-gruntas, Tuskboss Krazogg Hornsplitta’s boys stumble upon the winding column of the Twin-Tailed Crusade. Without thinking about the consequences for a moment, the Tuskboss bellows a war cry and charges headlong at the terrified Dawners. Steelhelms, Fusiliers and artillery crews rush desperately to set up defensive Castelite formations, praying that their lines of guns and shields can halt the enemy’s terrifying momentum.

STORY BATTLEPLAN
You can use this battleplan if one player is using a Grunta Stampede army.

THE ARMIES
The player with the Grunta Stampede army is the attacker. Their opponent is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features. Then the defender must pick a short battlefield edge to be trampled land. The opposite battlefield edge is the land ahead. In addition, models cannot garrison terrain features or end any type of move on terrain features.

FACTION TERRAIN
Faction terrain features are not used in this bat de.

DEPLOYMENT
The attacker sets up their army first, wholly within their territory and more than 3" from enemy territory. Then the defender does the same.

FIRST TURN
The defender takes the first turn in the first battle round.

UNSTOPPABLE GRUNTA WAAAGH!
At the start of the attacker’s movement phase, any units in the attacker’s army that are within 6" of the land ahead and more than 3" from all enemy units have smashed through the defender’s forces and are removed from play.

ROLLING BATTLEFIELD
At the start of each battle round after the first, all models and terrain features on the battlefield must move exactly 15" in a straight line directly towards trampled land, starting with the models and terrain features closest to trampled land. All models and terrain features maintain their relative positions to each other. For example, units that are within 3" of an enemy unit before the move will be within 3" of that enemy unit after the move (in other words, the current state of the battlefield shifts 15" towards trampled land).

Models that are moved within 1" of trampled land are slain. Terrain features that are moved within 6" of trampled land are removed and placed within 6" of the land ahead by the player taking the second turn in that battle round, in any orientation they desire.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If all of the units in the attacker’s army have smashed through, the battle immediately ends and the attacker wins a major victory.

If the model picked to be the attacker’s general is slain, the battle immediately ends and the defender wins a major victory.

If the model picked to be the attacker’s general has smashed through when the battle ends, the attacker wins a minor victory. If that unit has not smashed through when the battle ends, the defender wins a minor victory.

Book III: The Long Hunt

Welcome to the rules section of Dawnbringers Book III: The Long Hunt. Here you will find the warscrolls for a host of new units, rules for armies of renown and a special regiment of renown, and additional Path to Glory rules for Cities of Sigmar armies.


The Twin-tailed Crusade: Chapter 2 - Against the Odds

The Twin-Tailed Crusade is a series of rules that allows you to play through a Dawnbringer Crusade as part of your Cities of Sigmar Path to Glory campaign. In this second chapter, the fate of both the Aqshian and the Ghyranite ventures hang in the balance, and the decisions you make both on and off the battlefield will determine how well your soldiers fare.


Chapters of a Larger Story

Starting with Dawnbringers Book II: Reign of the Brute, each instalment of the Dawnbringers series includes rules to recreate the Twin-Tailed Crusade in your Path to Glory campaign. Each book includes a different chapter in the story, and once you have played it through to conclusion, you will be rewarded based on how well your Path to Glory army fared. While each chapter can be played through on its own, collectors of the series will be able to play through each in order to create an epic narrative as they aim to establish a City of Sigmar out in the Mortal Realms.

STARTING CRUSADE POINTS
Instead of starting with 0 crusade points, the number you start with is determined as follows:
  • If you played through chapter 1, you start with the number of crusade points you earned in that chapter.
  • If you did not play through chapter 1, you start with 10 crusade points.

Using These Rules

These rules are designed to be used alongside the Path to Glory rules in Battletome: Cities of Sigmar. If you decide your army will be on crusade (see Battletome: Cities of Sigmar, Embarking on a Dawnbringer Crusade), you can choose for it to be either an Aqshian crusade or a Ghyranite crusade. If you do so, use the rules in this section in addition to all the rules in the battletome for being on crusade, with the following amendments:
  • You accrue crusade points as normal; however, you will not found your city once you accrue 25. Instead, your crusade points determine how well your army fares and the rewards you receive at the end of the chapter (how to found your city will be covered in a future chapter).
  • There are quests for both the Aqshian crusade and the Ghyranite crusade. These are special branching quests that will take different twists and turns as your campaign progresses. While on one of these quests, the battleplans are determined by the quest itself instead of being randomly determined. Begin with the ‘First Battle’ and follow the sequence according to whether you are victorious or not.
  • Use the Setbacks and Blessing tables instead of the one in the battletome. There are tables for both the Aqshian crusade and the Ghyranite crusade.

VETERAN ABILITIES
If you played through chapter 1, each time a CITIES OF SIGMAR unit on your Path to Glory roster gains a veteran ability, you can pick 1 of the veteran abilities from chapter 1.

Twin-tailed Crusade Setbacks

D6AQSHIAN CRUSADE SETBACKS TABLE
1Kindleroot Poisoning: The mess sergeants find a delicious-looking root vegetable and include it in this week’s rations. Unfortunately, it turns out to be highly poisonous and many Dawnbringers are laid low.
Roll a dice for each Battleline unit on your order of battle. On a 1-5, increase that unit’s casualty score by 1.
2Blanketing Ash Clouds: Your soldiers are plunged into darkness as nearby volcanic eruptions release copious amounts of ash into the atmosphere.
During your next Path to Glory battle, models are not visible to each other if the distance between them is more than 12". Roll a dice at the start of each battle round after the first. On a 5-6, the ash clears and this rule no longer affects the battle.
3Aqshian Assassin: An unknown enemy has infiltrated your camp under the cover of darkness. There will be blood this night...
Roll 2D6 for each HERO on your order of battle. On a 9+, make an injury roll for that HERO.
4-5Supplies Stretched Thin: As you continue your journey across the Great Parch, your crusade is plagued by logistical problems that see your resources dwindle.
You lose D3 glory points.
6A Much Needed Miracle: Despite recent setbacks, a sign in the night sky portends good fortune.
Roll twice on the Aqshian Crusade Blessings table and pick either result.
D6GHYRANITE CRUSADE SETBACKS TABLE
1Flesh-feeding Flora: Your route takes your crusade through a thick jungle of carnivorous plants. Only when the screams begin do your soldiers realise their peril.
Roll a dice for each Battleline unit on your order of battle. On a 1-3, increase that unit’s casualty score by D3.
2Squelching Mud: Torrential rains have transformed the land into a quagmire, which seriously impedes your crusade’s progress.
During your next Path to Glory battle, each time a friendly unit wholly within your territory starts a move, halve the distance that unit can move when it makes that move.
3Sodden Blackpowder: Several barrels of blackpowder have been spoiled by the recent deluge.
During your next Path to Glory battle, each time a friendly IRONWELD ARSENAL, FREEGUILD FUSILIERS or IRONDRAKES unit is picked to shoot, roll a dice. On a 1, that unit cannot shoot in that phase.
4-5Twisting Paths: It is easy to get lost in the great forests of Ghyran, and it seems your soldiers have once again taken a wrong turn.
You lose 1 crusade point.
6A Much Needed Miracle: Despite recent setbacks, a sign in the night sky portends good fortune.
Roll twice on the Ghyranite Crusade Blessings table and pick either result.

Twin-tailed Crusade Blessings

D6AQSHIAN CRUSADE BLESSINGS TABLE
1A Night’s Respite: Tired from the march, a quiet night is a welcome blessing for your troops.
No effect.
2-3Fiery Rhetoric: The firebrands and priests of the Cults Unberogen have stoked the spirits of your soldiers and now a battle fury burns bright in each of them.
During your next Path to Glory battle, add 1 to run rolls and charge rolls for friendly CITIES OF SIGMAR units.
4Hidden Oasis: A blessing from Sigmar himself, your crusade finds a secluded oasis in which to take a well-deserved break.
Roll a dice for each unit on your order of battle that has a casualty score or has an injury. On a 3+, subtract D3 from that unit’s casualty score or remove its injury (whichever is appropriate).
5Resolute and Adaptable: Despite the harsh environs of Aqshy, your scouts have honed their field skills and located an easier path for the march to take.
Pick 1 Battleline unit on your order of battle and roll a D3. That unit gains a number of renown points equal to the roll and you receive a number of additional crusade points equal to the roll.
6Aqshian Zeal: The fires of battle have galvanised the spirits of these warriors, and their emboldened heroism has become the talk of the camp.
Pick 1 unit on your order of battle that is not a HERO and has not yet earned the rank of ‘Legendary Veteran Warriors’. That unit gains enough renown points to earn its next rank.
D6GHYRANITE CRUSADE BLESSINGS TABLE
1A Night’s Respite: Tired from the march, a quiet night is a welcome blessing for your troops.
No effect.
2-3Tree-lined Avenue: Towering trees line this wide trail, shielding the crusade from sight and allowing your soldiers to speed onwards.
You receive 1 additional crusade point.
4Jadeite Repository: Your scours discover a hidden cavern studded with precious stones from which powerful magic appears to emanate.
During your next Path to Glory battle, add 1 to casting rolls for friendly WIZARDS.
5Viridian Waterfalls: Your crusade discovers that the blue-green waters cascading down a nearby cliff face have curious healing properties.
Roll a dice for each unit on your order of battle that has a casualty score or has an injury. On a 2+, subtract D3 from that unit’s casualty score or remove its injury (whichever is appropriate).
6Ghyranite Grit: Where others have faltered, one group of warriors under your command have shown unwavering grit even in the face of overwhelming odds. You decide a field promotion for them will boost the spirits of your soldiers.
Pick 1 unit on your order of battle that is not a HERO and has not yet earned the rank of ‘Legendary Veteran Warriors’. That unit gains enough renown points to earn its next rank.

Aqshian Crusade Branching Quest

 
FIRST BATTLE
INTO THE BADLANDS
Your valiant soldiers begin the second leg of their crusade deep in the territory of a notorious warlord, and they must fight through enemy forces to continue.

Battleplan: Warlord of the Parch
 
VICTORY
DRAW OR DEFEAT
Reward: In the aftermath sequence, you can roll twice on the Aqshian Crusade Blessings table and pick either result.
DECISION
In the aftermath of battle, you find your supply train has been plundered and your soldiers’ provisions are running low.

Will you: a) press forward; or b) set up camp and rest?

a) Roll a dice. On a 1-3, your chain of command breaks down because of your lack of supplies. In your next Path to Glory battle, you do not receive any command points in the first battle round.

b) Roll a dice. On a 1-3, although setting up camp allows you to resupply, it costs you valuable time. You lose D3 crusade points.
SECOND BATTLE
FIRE AND FURY
Having left your enemies reeling, you give them no quarter and decide to launch a fresh attack, carving a path through their territory.

Battleplan: Sudden Assault. You are the invader.
SECOND BATTLE
BATTLE AT BURNT ROCK BLUFF
As you continue onwards, you reach the edge of a long-dried-up ocean. Here, upon this ancient shoreline, the enemy corners you. With no avenue for retreat, you must break through their lines.

Battleplan: Burnt Rock Bluff.
DECISION
You arrive at the Heartblood Sea, a gruesome stretch of crimson waters that carry the stench of gore. Your scouts send word of a ruined tower and a path through the crags to the south.

Will you: a) continue on the path southwards; or b) take shelter inside the ruined lower?

a) Go to ‘Ambush at Scorchstone Pillars’. Before the battle, roll a dice. Ona 4+, you are prepared for the ambush. During the battle, you receive 1 additional command point at the start of each of your hero phases.

b) Go to ‘The Ruined Tower’. Before the battle, roll a dice. On a 1-2, your soldiers believe the tower to be cursed. Friendly units cannot receive the Inspiring Presence or Rally commands during the battle.
THIRD BATTLE
AMBUSH AT SCORCHSTONE PILLARS
Ravagers and reavers hunt amidst the jagged rocks south of the Heartblood Sen, and you find yourselves fighting off wave after wave of enemies as you press forward.

Battleplan: The Trap. You are the invader.
THIRD BATTLE
THE RUINED TOWER
Taking refuge in a ruined tower on the shores of the Heartblood Sea, you hope for a night’s respite inside its ancient halls. Alas, the enemy have learned of your position and now march to lay siege.

Battleplan: The Watchtower. You are the guardian.
DRAW OR DEFEAT
VICTORY
DRAW OR DEFEAT
DECISION
Your beleaguered forces find no respite in the aftermath of battle, and as you continue southwards to Swelter Gulf, you arc harried at every step. When at last your enemy tires of its constant attacks, your soldiers look to you to motivate them for the journey to come.

In the aftermath sequence, you can choose to spend 3 glory points. II you do so, do not roll on the Aqshian Crusade Setbacks table. Instead, roll twice on the Aqshian Crusade Blessings table and pick either result.
Reward: Reward: You earn 1 treasure of Aqshy.
DECISION
Forced to retreat from the ruined tower, you continue onwards towards Swelter Gulf. En route, you discover yet more ruins and a scaled vault within.

Will you: a) attempt to open the vault; or b) press on towards Swelter Gulf?

a) Roll a dice. On a 4+, you successfully open the vault. You earn 1 treasure of Aqshy.

b) Each unit on your order of battle gains D3 renown points (roll separately for each).
    
FINAL BATTLE
BETRAYAL AT SWELTER GULF
As you skirt the coast of southern Capilaria, a force you thought neutral - even an ally to your cause - now preys upon you. this shall be the greatest obstacle your soldiers have faced thus far!

Battleplan: Hold or Die. You are the invader.

If your opponent is using an Idoneth Deepkin army, you receive D3 additional crusade points.
  

Ghyranite Crusade Branching Quest

 
FIRST BATTLE
THE HUNTER’S SNARE
Your crusade continues its march north across Verdia, flanked on either side by thick walls of trees. Enemies lurk in the darkness beyond, and a few days into the march, they spring their trap.

Battleplan: Ambush in Deepwood
 
VICTORY
DRAW OR DEFEAT
Reward: Roll twice on the Ghyranite Crusade Blessings table and pick either result.
DECISION
Your beleaguered forces are scattered in the aftermath of battle.

Will you: a) sound the horns to rally your troops; or b) press forward and hope to regroup later?

a) In the aftermath sequence, you can recuperate each unit on your order of battle without spending any glory points. Then, go to ‘Dire Straits’.

b) Roll a dice. On a 1-3, your troops remain fragmented. Go to ‘Dire Straits’. On a 4+, your troops successfully regroup and you receive 1 crusade point. Then, go to ‘The Lone Tower’.
SECOND BATTLE
THE LONE TOWER
Rising up through the verdant forest canopy, a solitary tower dominates the horizon. It is said that a warlord resides there and claims the lands around it as their domain. As marching past will leave your supply train vulnerable, you decide to lay siege to the lower.

Battleplan: The Watchtower. You are the invader.
SECOND BATTLE
DIRE STRAITS
Without reprieve, battle is met again. A contingent of your army is surrounded and must hold out until reinforcements arrive.

Battleplan: Hold or Die. You are the invader.

Special Rule: Do not take battleshock tests for friendly CITIES OF SIGMAR units in this battle.
DECISION
A Sylvaneth glade holds dominion over the lands your crusade now marches through. If a worthy tribute is offered to them, they may agree to grant you protection on your journey.

You must decide how many glory points to spend as tribute, up to a maximum of 5. Then, roll a dice.

If the roll is equal to or less than the tribute, the Sylvaneth agree to help you and you receive D3 crusade points. Then, go to ‘The Plains of Verdia’.

If the roll is greater than the tribute, the Sylvaneth take offence and you lose D3 crusade points. Then, go to ‘Desperate Measures’.
THIRD BATTLE
THE PLAINS OF VERDIA
With great haste, you emerge from dense woodland out onto open plains. Warbands of nomadic warriors prowl these lands; you must battle them to continue your advance.

Battleplan: Breakthrough. You are the invader.
THIRD BATTLE
THE RUINED TOWER
Without aid from the Sylvaneth, your army finds itself navigating squelching bogs and labyrinthine forests. After many days, your scouts send word of a nearby enemy encampment with much-needed supplies.

Battleplan: The Thriving Land.
DRAW OR DEFEAT
VICTORY
DRAW OR DEFEAT
DECISION
The enemy lines proved too tough for your forces to break through; in defeat, you must take a longer route as you continue north across Verdia.

Will you: a) send word to your Sylvaneth allies requesting aid; or b) order your troops to march late into the night to make up for lost time?

a) Roll a dice. On a 4+, the Sylvaneth send aid and you gain D6 additional glory points.

b) Roll a dice. On a 1, your troops become fatigued and friendly units cannot run during the first battle round of your next Path to Glory battle. On a 6, you make good time and you receive 1 additional crusade point.
Reward: Reward: You earn 1 treasure of Ghyran.
DECISION
Bereft of resources and allies, morale among your soldiers is at its lowest ebb. In this dark hour, they look to you to inspire them to continue their journey onwards.

Will you: a) deliver a rousing speech; or b) dispatch your scouts to hunt boar to feed your troops?

a) Roll a dice. On a 2+, your speech galvanises your troops. In your next Path to Glory battle, do not take battleshock tests for friendly CITIES OF SIGMAR units.

b) Roll a dice. On a 4+, your scouts return with hunted boar. In the aftermath sequence, you can recuperate each unit on your order of battle without spending any glory points.
    
FINAL BATTLE
THE FELL RITUAL
The brave soldiers of your crusade must now face their greatest test so far. An enemy force is enacting a fell ritual to bring about your downfall; it must be undone before it is too late.

Battleplan: The Place That Hungers. You are the defender.
or
The Ritual. You are the disruptor.

If your opponent is using an Ogor Mawtribes army, you receive D3 additional crusade points.
  

Treasures of Aqshy and Ghyran

During this chapter, you may be rewarded with a treasure of Aqshy or a treasure of Ghyran. If so, roll on the relevant table below to see which artefact of power you receive and add it to your vault. If you receive a treasure that is already in your vault, you can pick any of the other treasures not already in your vault instead.

TREASURES OF AQSHY (D3)

1. Draught of Magmalt Ale

Purchased from a band of Fyreslayer mercenaries, this fiery beverage sends energy surging through the imbiber.

Once per battle, at the start of the combat phase, you can say that the bearer will drink their magmalt ale. If you do so, double the Attacks characteristic of the bearer’s melee weapons until the end of that phase.

2. Searing Pendant

Merely touching this amulet sends arcane fire raging through the bearer’s blood, sealing closed their wounds.

At the end of each combat phase, roll a dice for each wound currently allocated to the bearer. On a 5+, that wound is healed.

3. Wand of Aqshy

When the incantation is recited, a fireball is launched across the battlefield before exploding with a thunderous boom.

Once per battle, in your shooting phase, you can say that the bearer will recite the incantation. If you do so, pick 1 enemy unit within 18" of the bearer and roll a number of dice equal to the number of models in that unit (to a maximum of 10). For each 4+, that enemy unit suffers 1 mortal wound.


TREASURES OF GHYRAN (D3)

1. Emerald of Life

Those who bathe in the refracted light of this brilliant green gem find their wounds healed and their ailments cured.

The bearer has a ward of 6+. In addition, at the end of the combat phase, you can heal up to D3 wounds allocated to each friendly unit within 6" of the bearer (roll separately for each).

2. The Resplendent Blade

With a blade of honed jadestone, this weapon thrums with the energies of Ghyran.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1. In addition, each lime the unmodified hit or wound roll for an attack made with that weapon is 6, you can heal 1 wound allocated to the bearer after the attack has been resolved.

3. Deepwood Rod

This enchanted staff can both heal and spur vines to sprout out the ground.

This artefact has 3 charges that can be spent during the battle. At the end of your hero phase, you can spend any number of charges. Each time you do so, you can heal up to D3 wounds allocated to the bearer.

At the end of your movement phase, you can spend any number of charges. Each time you do so, you can pick 1 terrain feature within 9" of the bearer. Until the end of the battle, that terrain feature blocks visibility in the same manner as a wyldwood.

End of the Second Chapter

After fighting the final battle of your branching quest, you complete the quest and this chapter of the Twin-Tailed Crusade. The number of crusade points you have gained will determine the outcome of the chapter and the rewards you receive. Add up your crusade points and consult the table below.

THE NEXT CHAPTER
Upon completing this chapter, you can continue your Path to Glory campaign in one of two ways:

Firstly, you can choose to await the next chapter of the Twin-Tailed Crusade. If you do so, you can continue to fight Path to Glory battles in the meantime, but do not gain or lose any crusade points until you begin the next chapter.

Alternatively, you can continue your Path to Glory campaign using the rules for the Dawnbringer Crusade in Battletome: Cities of Signtar. If you do so, keep your current crusade points as you work towards a total of 25, with which you can found your city.

Crusade PointsCHAPTER 2 OUTCOMES
0-14Through Gritted Teeth: The second leg of your march has been no less gruelling than the first. Your forces have been denied victories even when they seemed in your grasp, but with dogged determination, your soldiers continue ever onwards.
Chapter Reward: You receive D3 glory points. In addition, for the next 3 Path to Glory battles your army fights, once per battle, you can issue the Rally command to a unit without spending a command point to do so.
15-19High Spirits: Your forces have faced, at times, seemingly insurmountable odds, but through it all, their resolve has never faltered. Forwards now, to your destination just beyond the horizon.
Chapter Reward: You receive D6 glory points. In addition, every unit on your order of battle receives 5 renown points.
20+‘Onwards, to Glory!’: Your crusade continues to be a shining light in the darkness of the Mortal Realms, vanquishing the enemies of Sigmar as they march. The Grand Conclave of Hammerhal has taken note of your exploits and rewards you richly.
Chapter Reward: You receive 2D6 glory points. In addition, you can pick 1 of the
following rewards:
Aqshian Crusade - Battleplan 1

Warlord of the Parch

As the Aqshian contingent of the Twin-Tailed Crusade continues on its perilous journey, the soldiers find themselves marching through lands claimed by a merciless warlord. Having no leave to walk this land, it was only a matter of time before battle would be met. As the crusaders draw their weapons and make ready for the fight to come, they must not only break through enemy hordes but also protect their supply train.

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the crusader. Their opponent is the warlord.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. For this battle, there is a supply train represented either by a token roughly 40mm in diameter or by a suitable miniature. If the crusader has prepared a suitable miniature, they gain an additional 3 crusade points. Set up the supply train as shown on the map.

FACTION TERRAIN
The warlord can set up a faction terrain feature.

DEPLOYMENT
The crusader sets up their army first, wholly within their territory. Then the warlord does the same.

FIRST TURN
The warlord takes the first turn in the first battle round.

THE SUPPLY TRAIN
Models can move across the supply train, but they cannot finish a move on the supply train. At the end of the crusader’s movement phase, the crusader can choose for the supply train to move. If they do so, the supply train moves 11" southwards and the crusader scores additional victory points (see below). If there are any models in the location the supply train would move to, their commanding player moves those models the shortest distance possible to make room for the supply train.

At the end of the warlord’s turn, if any of their units are within 3" of the supply train, they can pick 1 of those units to plunder it. If they do so, the warlord scores additional victory points (see below). The supply train can be plundered multiple times during the battle.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

VICTORY POINTS
Each time a player destroys an enemy unit, they score 1 victory point for every 100 points that unit costs (according to that unit’s Pitched Battle profile). For example, if a player destroys an enemy unit that costs 390 points, they would score 3 victory points.

Each time the supply train moves, the crusader scores D3+3 victory points.

Each time the supply train is plundered, the warlord scores D6 victory points.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, the battle is a draw.

Ghyranite Crusade - Battleplan 1

Ambush in Deepwood

Through one of the vast forests of Verdia tramp the soldiers of the Ghyranite crusade, the world beyond obscured by dense foliage. An hour into the march, shadows are spied moving through the forest, and a warning cry is raised at the head of the column moments before enemy war-horns blare. Out from the undergrowth, enemies rush in on all sides like a beast closing its jaws on the throat of its prey. An ambush is sprung, and the crusaders must now fight for their lives!

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the crusader. Their opponent is the ambusher.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

The battle takes place amidst one of the many forests of Ghyran and should ideally contain as many wyldwoods or similar terrain features as possible.

FACTION TERRAIN
The ambusher can set up a faction terrain feature.

DEPLOYMENT
The crusader sets up their army first, wholly within their territory. Then the ambusher does the same. The crusader must set up at least 1 unit in each small quarter of their territory. Once the crusader has set up their army, if their opponent deems the army to look like a marching column, the crusader gains D3 additional crusade points.

When the ambusher sets up their army, each unit must be set up more than 9" from all enemy units.

FIRST TURN
The ambusher takes the first turn in the first battle round. In the ambusher’s first turn, there is no movement phase.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

VICTORY POINTS
Each time a player destroys an enemy unit, they score 1 victory point for every 100 points that unit costs (according to that unit’s Pitched Battle profile). For example, if a player destroys an enemy unit that costs 390 points, they would score 3 victory points.

In addition, at the end of any turn, if a unit in the crusader’s army is within 3" of the Escape Edge and more than 3" from all enemy units, the crusader can pick that unit to escape. If they do so, the crusader scores D3 victory points. Remove the models in that unit from play but do not count them as being slain.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, the battle is a draw.

Aqshian Crusade - Battleplan 2

Burnt Rock Bluff

The enemy has cornered you at Burnt Rock Bluff, leaving the expedition no choice but to fight their way through.

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the crusader. Their opponent is the attacker.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features. Terrain features can not be set up on the Bluff Edge. After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

DEPLOYMENT
The crusader sets up their army first, wholly within their territory and more than 3" from enemy territory. Then the attacker sets up their army, wholly within their territory and more than 9" from enemy territory.

PRIMARY SCOUT
After deployment, the crusader must pick 1 of their units to be the primary scout.

FIRST TURN
The attacker takes the first turn in the first battle round.

ESCAPE ROUTES
At the end of each battle round, any of the crusader’s units that are wholly within 6" of a battlefield edge that is not the northern battlefield edge and more than 3" from all enemy units can leave the battlefield. Remove the models in those units from play but do not count them as being slain.

BLUFF EDGE
Unless their unit can fly, models in units that finish a move wholly within the Bluff Edge are immediately slain.

OVER THE EDGE
Each time a unit finishes a charge move, after resolving the Unleash Hell command if it has been issued, the player whose turn it is can pick 1 enemy unit within 1/2" of the charging unit and move all models in that unit D3".

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, if the primary scout and at least half of the crusader’s units (rounding down) have left the battlefield, the crusader wins a major victory.

At the end of the battle, if the primary scout and fewer than half of the crusader’s units (rounding down) have left the battlefield, the crusader wins a minor victory.

At the end of the battle, if the primary scout has not left the battlefield but at least half of the crusader’s units (rounding down) have left the battlefield, the attacker wins a minor victory.

At the end of the battle, if the primary scout and at least half of the crusader’s units (rounding down) have not left the battlefield, the attacker wins a major victory.

Any other result is a draw.

Ghyranite Crusade - Battleplan 2

The Thriving Land

The expedition is running low on food even as its enemies gorge themselves in the shadows. Can you seize their supplies, or will you succumb to starvation?

PATH TO GLORY BATTLEPLAN
You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.

THE ARMIES
The player with the Cities of Sigmar army is the crusader. Their opponent is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up objectives as shown on the map. These objectives are foodstuff stockpiles that the defender has recently harvested. The winner then sets up the battlefield’s terrain features. After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
The defender can set up a faction terrain feature.

DEPLOYMENT
The players alternate setting up units one at a time, starting with the defender. Each player must set up their units wholly within their territory and more than 9" from all enemy units.

FIRST TURN
The defender chooses which player takes the first turn in the first battle round.

BOUNTIFUL HARVESTS
At the end of the battleshock phase, each player can pick 1 friendly unit wholly within 3" of a foodstuff stockpile. Heal all wounds allocated to that unit.

SEIZED SUPPLIES
At the end of the battleshock phase, before healing any wounds using the Bountiful Harvests rule above, the crusader can pick 1 friendly unit wholly within 3" of a foodstuff stockpile to seize it. That foodstuff stockpile is removed from the battlefield. No more than 1 foodstuff stockpile can be removed from the battlefield each turn.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, if the crusader has seized 4 or more foodstuff stockpiles, the crusader wins a major victory.

At the end of the battle, if the crusader has seized 3 foodstuff stockpiles, the crusader wins a minor victory.

At the end of the battle, if the crusader has seized 2 foodstuff stockpiles, the defender wins a minor victory.

At the end of the battle, if the crusader has seized 1 or fewer foodstuff stockpiles, the defender wins a major victory.

Story Battleplan 1

The Place That Hungers

Deep within Ghyran’s arboreal embrace, warping rituals are afoot. Ogors have travelled to the Scabrous Sprawl, intent on transforming the land into a great gullet in tribute to their Gulping God. As if answering their prayers, the Ghyranite venture has marched on the Sprawl to investigate. Now the Dawnbringers must fight amidst the bones of a long-dead god, lest the forest be transformed into a ravenous mouth intent on consuming everything around it. Will the ogors succeed in creating the ultimate feast, or will the soldiers fertilise the Sprawl with ogor blood?

STORY BATTLEPLAN
You can use this battleplan if one player is using a Roving Maw army and a Mawpit faction terrain feature is included in that army.

THE ARMIES
The player with the Roving Maw army is the attacker. Their opponent is the defender.

THE BATTLEFIELD
The battle is fought around the giant bones of a long-dead titan and appropriate terrain features should be used to represent this. The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
The attacker sets up a Mawpit faction terrain feature as described on its warscroll. The defender cannot set up a faction terrain feature.

DEPLOYMENT
The defender sets up their army first, wholly within their territory and more than 6" from enemy territory. Instead of setting up a unit on the battlefield, the defender can place it to one side and say that it is set up in ambush as a reserve unit. The defender can set up 1 unit in ambush for each unit they have set up on the battlefield. Then the attacker sets up their army, wholly within their territory and more than 6" from enemy territory.

FIRST TURN
The attacker takes the first turn in the first battle round.

FLANKING REINFORCEMENTS
Starting from the second battle round, at the end of the defender’s movement phase, they can set up 1 or more of the reserve units in ambush on the battlefield, wholly within 6" of the battlefield edge and more than 9" from all enemy units.

Add 3 to charge rolls for reserve units in ambush that are set up wholly within 6" of the Forest Edge.

BRING THE GRUB
At the start of the combat phase, the attacker can say that one of their units will drag some suitable food towards the Mawpit. If they do so, the attacker picks 1 friendly unit within 3" of an enemy unit and rolls a dice. Add the Wounds characteristic of that friendly unit to the roll. If the total exceeds the Wounds characteristic of that enemy unit, the attacker can move both units up to 6", but both units must finish that move closer to the Mawpit than they were at the start of the move and within 3" of each other.

LIFESPRINGS
At the start of their hero phase, the players can heal 1 wound allocated to each friendly unit within 1" of a terrain feature.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, if the attacker has destroyed at least half of the defender’s units (rounding down) and the attacker’s general has not been slain, the attacker wins a major victory.

At the end of the battle, if the attacker has destroyed at least half of the defender’s units (rounding down) and the attacker’s general has been slain, the attacker wins a minor victory.

At the end of the battle, if the attacker has destroyed fewer than half of the defender’s units (rounding down) and the attacker’s general has not been slain, the defender wins a minor victory.

At the end of the battle, if the attacker has destroyed fewer than half of the defender’s units (rounding down) and the attacker’s general has been slain, the defender wins a major victory.

Story Battleplan 2

The Great Quarry

The hunting horns of Kurnotheal have sounded once more. As ogors close in on the beleaguered Dawnbringer Crusade, the Evergreen Hunt surges through Ghyran’s forests to their rescue. Leading them comes Belthanos, favoured child of the dead god Kurnoth, wielding the vital power of the realm. Belthanos and his hunters will not stop until every last ogor is destroyed, be it by arrow, glaive or thorn. Will they manage to cleanse the Scabrous Sprawl, or will Bolk and his gollop slay the Sylvaneth for their next feast?

STORY BATTLEPLAN
You can use this battleplan if one player is using an Evergreen Hunt army and BELTHANOS is included in that army.

THE ARMIES
The player with the Evergreen Hunt army is the attacker. Their opponent is the defender.

THE BATTLEFIELD
This battle is fought in the forests of the Scabrous Sprawl and appropriate terrain features should be used to represent this. The defender sets up the battlefield’s terrain features. After terrain features have been set up, starting with the defender, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain features are not used in this battle.

DEPLOYMENT
The defender sets up their army first, wholly within their territory and more than 3" from enemy territory. Then the attacker sets up their army, wholly within their territory and more than 9" from enemy territory.

FIRST TURN
The attacker takes the first turn in the first battle round.

A GREAT QUARRY
The Evergreen Hunt always has a quarry; however, on this day, Belthanos also has a particular target in mind.

After deployment but before the first battle round begins, the defender must pick 1 friendly HERO to be the Great Quarry. The attacker can only pick that HERO to be the quarry after 2 other quarries have been destroyed during the battle.

DON’T LET THEM GET TO ME!
The Great Quarry can receive the Redeploy command without the command being issued and without a command point being spent.

MEATSHIELDS
If the Great Quarry is within 3" of any other friendly units, before the defender allocates a wound or mortal wound caused to them by a shooting attack, or instead of making a ward roll for that wound or mortal wound, they can roll a dice. On a 4+, that wound or mortal wound is allocated to 1 of those other friendly units instead of the Great Quarry.

LIFESPRINGS
At the start of their hero phase, the players can heal 1 wound allocated to each friendly unit within 1" of a terrain feature.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until the Great Quarry is destroyed.

GLORIOUS VICTORY
At the end of the battle, if the Great Quarry has been destroyed by an attack made by BELTHANOS, the attacker wins a major victory.

At the end of the battle, if the Great Quarry has been destroyed, the attacker wins a minor victory.

Otherwise, the defender wins a major victory.

Story Battleplan 3

Fury of the Fyrd

As waves of Idoneth aggressors ambush the exhausted crusade at the fore and hordes of rampaging troggoths assail the rearguard, the Fyreslayers are quick to seize the opportunity to charge into the fray. Many magmaholds and vassal lodges have been extinguished by these foes, and such a blood debt calls for grudgement to be meted out. However, the Lofnir Drothkeepers have another important task: to prevent the destruction of any more of the sacred magma pools in which their Magmadroths’ eggs are incubated. Can the Lofnir successfully defend these hallowed spawning grounds whilst still dousing the Great Parch in blood?

STORY BATTLEPLAN
You can use this battleplan if one player is using a Lofnir Drothkeepers army.

THE ARMIES
The player with the Lofnir Drothkeepers army is the defender. Their opponent is the attacker.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefields terrain features and must set up 3 large terrain features to represent magma pools as shown on the map. After terrain features have been set up, starting with the player who won the roll off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Faction terrain feature are not used in this battle.

DEPLOYMENT
The defender sets up their army first, wholly within their territory. Then the attacker does the same.

FIRST TURN
The players roll off and the winner must decide who will take the first turn. In the event of a tie, the players roll off again.

MAGMA POOLS
Magma pools have the Deadly scenery rule (core rules, 28.1.3) in addition to any other rules that they have.

DESTROY THE INCUBATORS
Units in the attacker’s army treat the magma pools as enemy models and can attack them with melee weapons (they are not affected by spells or abilities except for those that affect terrain features). Each magma pool is considered to have a Wounds characteristic of 10 and a Save characteristic of 3+. A magma pool is destroyed when 10 wounds have been allocated to it, but the terrain feature is not removed from the battlefield.

DESTROYED MAGMA POOLS
At the start of each hero phase, the player whose turn it is must roll a dice for each destroyed magma pool. On a 1, nothing happens. On a 2-3, steam billows out and the terrain feature blocks visibility for the rest of the battle. On a 4-5, sulphurous gases engulf the surrounding land and the player rolls a dice for each unit within 6" of the terrain feature. On a 4+, halve the Move characteristic for that unit until the end of the next movement phase. In addition, on a 6, there is a violent eruption. Roll a dice for each unit that does not have the MAGMADROTH keyword within 6" of the terrain feature. On a 3+, that unit suffers D3+3 mortal wounds.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until all of the magma pools have been destroyed.

GLORIOUS VICTORY
At the end of the battle, if all of the magma pools have been destroyed, the attacker wins a major victory.

At the end of the battle, if 2 of the magma pools have been destroyed, the attacker wins a minor victory.

At the end of the battle, if 1 of the magma pools has been destroyed, the battle is a draw.

At the end of the battle, if none of the magma pools have been destroyed, the defender wins a major victory.

Story Battleplan 4

On Wings of Death

Fierce fighting erupted at the Heartblood Sea between the Stormcast Eternals of the Hammerhands and the Bloodbound of the Goretide. Spurred on by their old grudge, both sides fought to a bitter, bloody stalemate. As tired warriors began to despair, the roiling skies split with Sigmar’s heavenly lightning. lonus Cryptborn and his Draconith contingent have now descended to break the unending tide of blood - yet with the Hammerhands exhausted and forced into a corner, will they finally be able to make an aggressive push, or will their skulls be offered in tribute to Khorne?

STORY BATTLEPLAN
You can use this battleplan if one player is using a Draconith Skywing army and IONUS CRYPTBORN is included in that army.

THE ARMIES
The player with the Draconith Sky wing army is the attacker. Their opponent is the defender and must include at least 3 HEROES in their army.

THE BATTLEFIELD
This battle is fought on the shores of the Heartblood Sea and appropriate terrain features should be used to represent this. The players roll off. The winner sets up the battlefield’s terrain features and must set up 3 terrain features to represent tactical positions as shown on the map.

FACTION TERRAIN
The attacker cannot set up a faction terrain feature. The defender can replace 1 tactical position terrain feature with a faction terrain feature.

DEPLOYMENT
The attacker sets up their army first, wholly within their territory and more than 9" from enemy territory. Then the defender does the same. In addition, the defender must set up at least 1 HERO wholly within 6" of each tactical position.

FIRST TURN
The attacker takes the first turn in the first battle round.

TACTICAL POSITIONS
After a player picks a friendly HERO to issue a command, if that HERO is wholly within 3" of a tactical position and is not within 3" of any enemy units, they can pick up to 2 friendly units to receive the command instead of only 1 friendly unit.

ENDLESS HORDES
At the end of their turn, the defender can pick 1 friendly Battleline unit that has been destroyed. A new replacement unit identical to the unit that was destroyed is added to their army. The defender must set up that unit wholly within 6" of the battlefield edge and more than 9" from all enemy units. A destroyed unit can only be replaced once - replacement units cannot themselves be replaced.

BRASS GROUNDSPIKES
Each time a unit that cannot fly makes a move of more than 9", roll a dice. On a 4+, that unit is speared by brass groundspikes and suffers D3 mortal wounds.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, if there are no HEROES in the defender’s army within 9" of any tactical positions, the attacker wins a major victory.

At the end of the battle, if there are any HEROES in the defender’s army within 9" of only 1 tactical position, the attacker wins a minor victory.

At the end of the battle, if there are any HEROES in the defender’s army within 9" of 2 tactical positions, the defender wins a minor victory.

At the end of the battle, if there are any HEROES in the defender’s army within 9" of all 3 tactical positions, the defender wins a major victory.

3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
1.3.3 Unit Coherency
Units must be set up and finish every move as a single coherent group. A unit with 2 to 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 1 other model in the unit. A unit with more than 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 2 other models in the unit. If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent.

Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group.
Armies of Renown
These rules allow you to use an alternative set of allegiance abilities for your army. Armies that use these rules are called armies of renown. Armies of renown use the following rules:

The allegiance abilities of an army of renown replace the allegiance abilities of the faction it belongs to. For example, if your Gloomspite Gitz army is a Trugg’s Troggherd army of renown, you must use its allegiance abilities instead of those inside Battletome: Gloonispite Gitz.

In addition, the following rules from the faction’s battletome are not used:
You can still include faction terrain if the faction has any (for example, a Bad Moon Loonshrine can be included in a Gloomspite Gitz army that is a Trugg’s Troggherd army).

Each army of renown will list which units can be included in it. No other units can be included in the army, including allies.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
Alternating Deployment
If a battleplan says that the players use alternating deployment, then the players alternate setting 1 unit at a time. The players continue to set up their units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.

The IRONWELD ARSENAL keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Leader
None
Behemoth
Artillery
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.

The CASTELITE keyword is used in the following Cities of Sigmar warscrolls:

Leader
Battleline
None
Artillery
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth

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