Path to Glory Battlepack
The Age of Sigmar grows fraught. On horizons yonder, the forces of Chaos loom, threatening to engulf the Mortal Realms in mayhem and violence once more. In the wake of these troubling times, Spearhead forces are dispatched across the realms to seek out ancient sites of power that still reside deep within the uncharted hinterlands. Will you take up the call to battle and lead a Spearhead force to victory?Welcome to the world of Spearhead. In this game mode, players engage in small-scale battles that are fast and tactical, suitable for newcomers and veterans alike. In Spearhead, each army is available as a self-contained boxset, allowing players to quickly muster a force. In addition, Spearhead battles are fought upon a compact battleeld, meaning you can set up a game even with limited space. Spearhead uses specially tailored rules to ensure that every battle is a tense and exciting aair that comes right down to the final moments.
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| SPEARHEAD BOX SETSFighting a Spearhead battle could not be easier. Each player picks their army by choosing one of the many Spearhead box sets available. Each of these is a complete army, including all the miniatures a player will need to do battle. The rules for Spearhead box sets are available in faction pages. | |
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Path to Glory Battlepack
Below is a handy step-by-step guide to help you prepare for your rst few Spearhead battles. Following these steps will help you get up and running with Spearhead in no time!
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| 1. PICK A SPEARHEAD ARMYIn Spearhead, players use a mixed set of units called a Spearhead army that has its own rules and warscrolls. Each has a corresponding box set that contains all the models you need. | |
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| 2. CHOOSE A REALM BATTLEFIELDSpearhead battles are fought on realm battlefields. Each side of a realm battlefield is themed around one of the eight Mortal Realms. | |
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| 3. PICK YOUR REGIMENT ABILITY AND ENHANCEMENTEach Spearhead army has a choice of 2 different regiment abilities and 4 different enhancements for your general. At the start of the battle, you must pick 1 of each for your army (see Spearhead Armies). | |
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- Every Spearhead army has a set of battle traits, regiment abilities and enhancements.
- The battle traits are rules and abilities for your army that you will use in every battle.
- The regiment abilities and enhancements are picked at the start of every battle. You can experiment with different combinations to see what works best for you. Some regiment abilities and enhancements are better against certain foes, so it pays to study the strengths and weaknesses of the enemy before making your choice!
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| 4. PREPARE YOUR WARSCROLLSEach set of Spearhead rules includes the warscrolls for all the units used in your Spearhead army. A warscroll details how fast and tough a unit is, as well as what weapons it is armed with and any special abilities it has. | |
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- Every unit in a Spearhead army has its own warscroll, where you can see its characteristics and weapons.
- Any unique abilities the unit can use will also be found on its warscroll.
- At the bottom of every warscroll you can find its keywords, such as HERO, WIZARD, MONSTER or INFANTRY.
- Some warscrolls have a number in a red circle above the Save characteristic. This is the unit’s ward save, which is also shown on its keywords line.
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| 5. FIGHT THE BATTLE!Spearhead battles usually last around an hour and a half. During the battle, the players will each try to score victory points, and at the end of the battle, the player with the most is declared the winner! | |
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Spearhead Battlepack
1.0 Spearhead Armies
Each player in a Spearhead battle is the commander of a Spearhead army. A Spearhead army is a set of units that comes with its own rules and warscrolls. You can find the rules for Spearhead armies on your faction page.
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| THE CORE RULESTo play a game using this battlepack, you’ll need the Core Rules. The Core Rules explain the basics of Warhammer Age of Sigmar, such as how to move your models and how to use abilities.
You don’t need the Advanced Rules to use this battlepack. | |
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1.1 Army Composition
On the first page of every Spearhead army’s rules, you will find the
army composition. This lists which units are included in the Spearhead army and who the
general is. Unlike other Warhammer Age of Sigmar armies, the composition of a Spearhead army is fixed and cannot be changed.
1.2 Battle Traits
Every Spearhead army has one or more
battle traits. These are powerful and thematic abilities that apply to some or all of the units in the army. For example, the ‘Castelite Formation’ battle trait enables the
Cities of Sigmar to stand firm against the horrors of the Mortal Realms, while the ‘Relentless Discipline’ battle trait grants
Ossiarch Bonereaper constructs peerless battlefield precision even in the most extreme conditions.
1.3 Regiment Abilities
Every Spearhead army has a choice of 2
regiment abilities, each of which provides the army with a different strength in battle.
1.4 Enhancements
Every Spearhead army has a set of 4
enhancements to pick from. These are upgrades for the army’s
general that make them more powerful in a variety of ways.
1.5 Spearhead Warscrolls
The
warscrolls for the units in each Spearhead army are included with the other rules for the army. Although
Spearhead warscrolls are similar to the warscrolls found in battletomes, they have been tailored to work specically with Spearhead and cannot be used with other battlepacks.
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| WIZARDS AND PRIESTS IN SPEARHEADSome units in Spearhead have the WIZARD or PRIEST keyword. If you are familiar with other battlepacks, it is important to note the Magic module in the Advanced Rules is not used in Spearhead. As a result, there are no unbinding rolls and no chance of miscasts (among other things). Spells and prayers are resolved like any other ability. | |
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2.0 Realm Battlefields
Spearhead battles are fought on
realm battlefields. Once the players have picked their Spearhead armies, they must agree on a realm battlefield to use. Each realm battlefield comes with a matching
Spearhead deck, along with a
battleplan that explains how to fight a battle on that realm battlefield.
A
realm battlefield is
30" x 22" and double-sided, with each side corresponding to a different location in the Mortal Realms. The realm battlefield in this battlepack is set in Shyish. One of its sides represents
Dolorum, the domain of Olynder, the Mortarch of Grief; the other other side represents
Ossia, part of the empire ruled by Katakros, Mortarch of the Necropolis.
Spearhead decks are sets of cards that are used in Spearhead battles. Each realm battlefield has its own Spearhead deck. Each Spearhead deck consists of
2 twist decks (one for each side of the realm battlefield) and
2 battle tactic decks (one for each player).
2.1 Twist Cards
Each
twist deck is made up of
twist cards. A
twist is a special rule that applies to the battle round being played. Each deck of twist cards corresponds to a specific side of the realm battlefield.
2.2 Battle Tactic Cards
Each
battle tactic deck is made up of
battle tactic cards. The rules on each are split into 2 parts: a
battle tactic and a
command. You can either score the battle tactic at the
end of your turn if you meet its conditions (to gain
victory points) or you can use the command on the card for a more immediate benefit. You cannot do both, so choose wisely!
Each command will say
when it can be used and what
effect it has. After the effect has been resolved, the card is
discarded. You can issue multiple commands to the same unit in the same phase.
3.0 Spearhead Battleplans
Each realm battlefield has a corresponding
battleplan. The battleplan is a set of instructions on how to fight the battle and how to determine the
winner.
You can find the battleplan for the
Sand and Bone realm battlefield
here.
4.0 Terrain
In every Sand and Bone Spearhead battle, the armies fight around 2
large terrain features and 2
small terrain features. A
mystical terrain feature may also be present.
Before the armies are deployed, each player will set up 1 large terrain feature and 1 small terrain feature wholly within their territory and 1 mystical terrain feature may also be set up.
When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on a model in the target unit’s base without that line passing over a terrain feature, the target unit is considered to be behind a terrain feature for that attack
Each terrain feature has certain passive abilities depending on its type:
Large Terrain Feature: (Large Fence\Wall) Cover, Obscuring, Unstable
Small Terrain Feature: (Small Fence\Wall) Cover, Unstable
Large Mystical Terrain: (Crypt of Blood) Unholy, Unstable, Cover
Small Mystical Terrain: (Icon of Nulahmia) Inspiring, Unstable, Cover
| COVER: Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged or has the FLY keyword. | | OBSCURING: A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword. | | UNSTABLE: Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall. | | UNHOLY: While this terrain feature is on the battlefield, the players can use the ‘Unholy Draught’ ability (see right). | | INSPIRING: While this terrain feature is on the battlefield, the players can use the ‘Veiled Promises’ ability (see right). |
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UNHOLY DRAUGHT: Drinking deep provides incredible power, but at what cost?
Declare: Pick a friendly unit within 6" of a
Crypt of Blood terrain feature to be the target.
Effect: Roll a dice. Add 1 to the roll if you are the
underdog. On a 4+, add 1 to
hit rolls for the target’s
combat attacks for the rest of the turn. Otherwise, inflict D3
mortal damage on the target.
VEILED PROMISES: The Agents of Neferata are everywhere, manipulating enemies far and wide for mysterious purposes.
Declare: Pick a friendly unit within 6" of an
Icon of Nulahmia terrain feature to be the target.
Effect: Roll a dice. Add 1 to the roll if you are the
underdog. On a 4+, add 3 to the target’s
control score for the rest of the turn. Otherwise, subtract 3 from the target’s control score for the rest of the turn.
Small Wall
(Small Terrain Feature)
Large Wall
(Large Terrain Feature)
Small Fence
(Small Terrain Feature)
Large Fence
(Large Terrain Feature)
Crypt of Blood
(Large Mystical Terrain Feature)
Icon of Nulahmia
(Small Mystical Terrain Feature)
5.0 Objectives
In Spearhead battles,
objectives are printed on the surface of each realm battlefield (the objective is the whole circle, not just the symbol in the centre). Some objectives are different sizes to others.
5.1 Contesting Objectives
In Spearhead battles, while a model is on an
objective (wholly or partially), it is
contesting it.
6.0 Reinforcements
Some units have the
REINFORCEMENTS keyword. These units can be brought back to the battlefield after being destroyed as replacement units (
Core Rules, 24.2).
If any of your units have the
REINFORCEMENTS keyword, you can use the following ability:
CALL FOR REINFORCEMENTS: A second wave of troops enters the fray, replacing those lost to the rigours of battle.
Declare: Pick a friendly
REINFORCEMENTS unit that has been
destroyed.
Effect: Set up an identical
replacement unit on the battlefield, wholly within friendly territory, wholly within 6" of the battleeld edge and not
in combat.
Each
REINFORCEMENTS unit can only be replaced once. Replacement units cannot themselves be replaced.
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| Units with the REINFORCEMENTS keyword have this icon bellow of their warscroll stats for ease of use. | |
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| Battleplan Darkness falls over Shyish, but there is power and influence for the taking in these benighted lands for those with the courage to seek it. Within spectral hollows and the haunted ruins of dead cities, there are ancient sites of power, dread temples dedicated to the Mortarchs of Nagash. As every faction sends forth desperate bands of warriors to secure these unholy sites, explorers should tread warily. The whispers from the mausoleum and the gravesite may yield great reward for the bold but also tremendous danger...
PRE BATTLE SEQUENCE 1. Roll off. The winner chooses who is the attacker and who is the defender. 2. The attacker picks their regiment ability and their enhancement. Then the defender does the same. 3. The defender chooses which side of the realm battlefield the players will fight on: Dolorum (the green side) or Ossia (the purple side). 4. The defender picks 1 of the deployment maps on the right and chooses which territory belongs to which player. Then, if you are fighting on the Ossia realm battlefield, set up a Crypt of Blood terrain feature in the middle of the battlefield. 5. The defender picks Terrain Group A or B (see below), then sets it up. Then, the attacker takes the other Terrain Group and sets that up. Each terrain feature must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on top of the objectives (either wholly or partially). TERRAIN GROUP A: Large Wall, Small Fence TERRAIN GROUP B: Small Wall, Large Fence  
DEPLOYMENT Do not deploy armies as described in the Core Rules. Instead, the attacker sets up all the units in their army first, followed by the defender. Each unit must be set up wholly within friendly territory and more than 6" from enemy territory. BATTLE LENGTH The battle lasts for 4 battle rounds. SPECIAL RULES PREPARING THE SPEARHEAD DECKThis battle uses the Sand and Bone Spearhead deck. One player takes the twist deck that corresponds to the side of the battlefield the players are fighting on, shuffles it and places it face down next to the battlefield (the other twist deck is not used). Then, each player takes 1 battle tactic deck, shuffles it and places it face down where they can reach it during the battle. START OF THE BATTLE ROUND SEQUENCE The following sequence is resolved at the start of each battle round: 1. If it is the first battle round, the attacker chooses who will take the first turn. In any other battle round, the players make a priority roll ( Core Rules, 12.0). 2. Determine the underdog (Core Rules, 12.0). 3. The twist card is drawn (see below). 4. The players draw battle tactic cards (see below). 5. Any abilities with the Start of Battle Round timing are used. TWIST CARDS One twist card is drawn at the start of each battle round. Follow the rules on it as soon as it is drawn. BATTLE TACTIC CARDS At the start of the first battle round, each player draws a hand of 3 battle tactic cards. At the start of each subsequent battle round, each player draws battle tactic cards until they once more have a hand of 3 battle tactic cards. Before they do so, they can discard any number of battle tactic cards in their hand. Cards are discarded face-up. | | | | SEIZING THE INITIATIVEIf the player who went second in the previous battle round wins the priority roll and chooses to go first, it is called seizing the initiative. When a player seizes the initiative, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the two players is 5 or greater. | | | | |
VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective.
- Score 1 victory point if you control two or more objectives.
- Score 1 victory point if you control more objectives than your opponent.
- Score 1 victory point for each battle tactic you completed this turn.
GLORIOUS VICTORY The player with the most victory points at the end of the battle is the winner. If the players are tied on victory points, the battle is a draw. | |
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Dolorum Twist
• DOLORUM TWIST •
SAVAGE MOURNING Grief turns into a ferocious desire for retribution, where only bloodshed can salve a warrior's sorrow.
Each player scores 1 victory point at the end of their turn for each friendly unit that is in combat with any enemy units.
If there is an underdog, at the end of their turn, if there are more destroyed friendly units than destroyed enemy units, they score 1 additional victory point.
• DOLORUM TWIST •
SURVIVOR’S GRIEF The cries of the recently dead spur their fellows to fight on despite the odds.
Each player scores 1 victory point at the end of their turn for each friendly unit from their Spearhead that has either been destroyed or replaced this battle, not including replacement units.
If there is an underdog, then they can pick 1 friendly unit. If there is no underdog, then the players roll off and the winner can pick a friendly unit. That unit can use CHARGE abilities even if they used a RETREAT or RUN ability in the same turn.
• DOLORUM TWIST •
BANISH YOUR FEARS Overcoming the rasping promises of the damned, these warriors find the courage to forge into the shadows.
Each player scores 1 extra victory point at the end of their turn for each objective they control that was controlled by their opponent at the start of their turn.
In addition, if there is an underdog, they can pick 1 friendly unit. That unit’s melee weapons have Anti-charge (+1 Rend) for the rest of the battle round.
• DOLORUM TWIST •
OVERPOWERING GRIEF A pall of sorrow wells up on the battlefield, spreading bleakness and despair.
The
underdog picks an
objective. If there is no
underdog, the players
roll off and the winner picks an objective. That objective is no longer
controlled by either player and cannot be controlled this battle round.
• DOLORUM TWIST •
HAUNTED LOCUS A baleful shrine materialises out of the darkness, the air around it thick with a whispering curse.
The
underdog reveals the
Icon of Nulahmia. If there is no
underdog, the players
roll off and the winner reveals the
Icon of Nulahmia. The player that reveals the
Icon of Nulahmia places the
Icon of Nulahmia terrain feature anywhere on the battlefield, more than 3" from each other terrain feature, more than 3" from all units (friendly and enemy) and not touching an
objective.
• DOLORUM TWIST •
DARKENED SKIES Unnatural night falls and spirits coalesce around the places of death.
If there is no underdog, the players roll off and the winner picks an objective.
For the rest of the battle round, that objective is treated as being contested by a friendly unit of the player that picked it. That unit has a control score of 1 that cannot be modified.
Designer’s Note: If there are any enemy units contesting that objective, you’ll need to have a higher control score if you want to keep control of it at the end of the turn.
Ossia Twist
• OSSIA TWIST •
DISCIPLINED CONQUEST Nothing can distract these warriors from taking and holding this crucial ground.
The
underdog picks 2 objectives.
If there is no
underdog, each player picks 1 objective, starting with the active player.
Each player scores 2 extra victory points at the end of their turn if they
control both objectives.
• OSSIA TWIST •
INVINCIBLE REDOUBTS Imbued with Ossian precision, these warriors prepare to meet the enemy with flawless resistance.
The underdog can pick 1 of the effects below. If there is no underdog, the players roll off and the winner can pick the effect.
Precision Strike: Pick a friendly unit. For the rest of the battle round, while that unit is wholly within friendly territory, it has STRIKE-FIRST.
Dissent in the Ranks: Pick an enemy unit. For the rest of the battle round, while that unit is wholly within friendly territory, it has STRIKE-LAST.
• OSSIA TWIST •
CO-ORDINATED BOMBARDMENT A relentless and macabre had of skulls forces warriors' heads down and wears at their resolve
The underdog can pick an objective. If there is no underdog, the players roll off and the winner can pick an objective.
Subtract 1 from hit rolls for enemy units while they are contesting that objective for the rest of the battle round.
• OSSIA TWIST •
SECURED SUPPLY LINES A reliable chain of resupply provides a tangible advantage in the battle to come.
The
underdog picks 2
terrain features. If there is no
underdog, each player picks a different terrain feature. Each player scores 1 extra victory point at the end of their turn if they
control both terrain features.
In addition, the
underdog can pick 1 friendly unit. For the rest of the battle round, while that unit
contests either of the terrain features that were picked, it has
WARD (5+).
• OSSIA TWIST •
WILL OF THE NECROPOLIS The cold shadow of a deathless empire falls upon the battlefield, steeling some but debilitating others.
The underdog can pick 1 of the effects below. If there is no underdog, the players roll off and the winner can pick the effect.
Adaptable Defence: Pick a friendly unit on the battlefield to be the target. Ignore all modifiers to save rolls for the target (positive and negative) for the rest of the battle round.
Broken Will: Pick an enemy unit on the battlefield to be the target. The target has a maximum control score of 1 for the rest of the battle round.
• OSSIA TWIST •
UNCOMPROMISING INVASION The advance into enemy territory is inexorable as both sides attempt to seize the advantage.
Each player scores
1 extra victory point at the end of their turn for each
objective not wholly within their territory that they
control which is not
contested by any enemy units.
In addition, if one of the players is the
underdog, they can pick a friendly unit and then roll a D6. Add the result to that unit’s
control score for the rest of the battle round.
Battle Tactic
• BATTLE TACTIC •
DIG TWO GRAVES Seek out death in every quarter of the battlefield - yours or the enemy's.
You complete this battle tactic at the end of your turn if any models were slain within friendly territory and any models were slain within enemy territory.
• COMMAND •
COUNTER-CHARGE: These warriors charge forth to stall the enemy's advance or enact a bold interception.
Declare: Pick a friendly unit that is not
in combat to use this ability.
Effect: That unit can use a
CHARGE ability as if it were your
charge phase.
• BATTLE TACTIC •
WAR OF ATTRITION Grind down the enemy to shatter their resolve.
You complete this battle tactic at the end of your turn if any enemy units were destroyed this turn
AND
more enemy units than friendly units were destroyed this turn.
• COMMAND •
SPEED OF DEATH: Death comes on swift wings; one need only allow themselves to be carried.
Declare: Pick a friendly unit
in combat.
Effect: Remove that unit from the battlefield, then
set it up again on the battlefield more than 6" from all enemy units.
• BATTLE TACTIC •
HOLD GROUND This land is yours, let no foe take it from you.
You complete this battle tactic at the end of your turn if you
control the
large terrain feature within friendly territory.
• COMMAND •
FRANTIC SCRAMBLE: Use the carnage of the churning melee to press your attack.
Declare: Pick a friendly unit that is
in combat to be the target.
Effect: The target can move 3". It can move into combat.
• BATTLE TACTIC •
RAZE Break through enemy lines and lay waste to the lands beyond.
You complete this battle tactic at the end of your turn if there are any friendly units within 3" of the
long battlefield edge in enemy territory.
• COMMAND •
DETERMINED EFFORT: With grit and zeal, these warriors seek to bring the fight to their enemies.
Declare: Pick a friendly unit that is not
in combat to use this ability.
Effect: Add D3 to
charge rolls for that unit for the rest of the turn.
• BATTLE TACTIC •
MORBID CONSECRATION Sanctify this ground with an offering of death.
You complete this battle tactic at the end of your turn if you
control an
objective not wholly within friendly territory. It cannot be the
Dais of Blood or the
Dais of the Necropolis.
• COMMAND •
FINAL BREATH: Death is not the end here..
Declare: Pick a friendly unit that has been destroyed and has not already been replaced.
Effect: Set up either a
replacement unit with a combined Health characteristic of up to 4
or a single-model replacement unit with
X damage points already allocated to it, where
X is its Health characteristic minus 4. The unit must be set up more than 6" from all enemy units.
• BATTLE TACTIC •
ATTACK ON TWO FRONTS Divide and conquer by approaching the foe from two directions.
You complete this battle tactic at the end of your turn if you
control 2
objectives that were controlled by your opponent at the start of the turn.
• COMMAND •
TRANSLUCENT FLESH: The touch of Shyish briefly turns these warriors to phantoms.
Used By: A unit targeted by that
ATTACK ability.
Effect: For the rest of the phase, if the unmodified
hit roll or
wound roll for an attack that targets this unit is 1-3, the attack fails and the attack sequence ends.
• BATTLE TACTIC •
DESOLATE LANDSCAPES Roam these benighted domains and engage any foe you see.
You complete this battle tactic at the end of your turn if a friendly unit used a
FIGHT ability this turn
AND
that unit is
not contesting an objective and is on the battlefield.
• COMMAND •
AURA OF ENDING: A life-draining corona of amethyst magic surrounds your champion.
Declare: Pick a friendly
HERO contesting an objective to use this ability, then pick
each enemy unit contesting that objective.
Effect: Roll a dice for each of those enemy units. On a 4+, inflict 2
mortal damage on that enemy unit.
• BATTLE TACTIC •
TAKE WITHOUT WARNING The enemy leaves a critical position unguarded. Claim it!
You complete this battle tactic at the end of your turn if you gain
control of an
objective that was controlled by your opponent at the start of the turn
AND
none of the units
contesting that objective used a
FIGHT ability this turn.
• COMMAND •
MONUMENT OF LIVING BONE: This alabaster edifice is redolent with power.
Declare: Pick a
terrain feature within friendly territory to be the target.
Effect: The target is also treated as an
objective for the rest of the turn.
• BATTLE TACTIC •
THE DAIS OF THE NECROPOLIS The forbidding icon of Katakros marks this land.
You complete this battle tactic if you control the
Dais of the Necropolis at the end of your turn.
• COMMAND •
GRIND THEM TO DUST: Fight with reckless abandon to annihilate the enemy.
Declare: Pick a friendly unit to use this ability.
Effect: That unit can use 2
FIGHT abilities this phase. After the first is used, however, inflict D3
mortal damage on that unit and it has
STRIKE-LAST for the rest of the turn.
• BATTLE TACTIC •
THE GRIP OF DEATH Surround the enemy before you close in for the kill.
You complete this battle tactic at the end of your turn if you
control 2
objectives not wholly within friendly territory.
• COMMAND •
RE-FORM THE LINE!: These warriors hastily reposition or reform their ranks.
Declare: Pick a friendly unit to use this ability.
Effect: If that unit is
in combat, it can use a
RETREAT ability as if it were your movement phase. If that unit is
not in combat:
- If it is not damaged, roll a dice for each slain model from that unit. For each 5+, you can return 1 slain model to that unit.
- If it is damaged, roll a dice for each damage point it has. For each 5+. Heal (1) that unit.
• BATTLE TACTIC •
RAID Drive deep into enemy territory and wreak havoc!
You complete this battle tactic at the end of your turn if any friendly units are
wholly within enemy territory and not
in combat• COMMAND •
TERRIFYING ASSAULT: This sudden onslaught disrupts the cohesion of the foe with its sheer ferocity.
Declare: Pick a friendly unit that is in combat to use this ability, then pick an enemy unit in combat with it to be the target.
Effect: Roll a dice. Subtract the roll from the target’s control score for the rest of the turn.
• BATTLE TACTIC •
THE DAIS OF BLOOD Hold Neferata's sigil to be granted her dark favour.
You complete this battle tactic if you control the
Dais of Blood at the end of your turn.
• COMMAND •
UNLEASH BLOODLUST: These warriors hurl themselves into the fray as if possessed by a red hunger.
Declare: Pick a friendly unit to use this ability.
Effect: Add 1 to Attacks characteristics of that unit’s melee weapons for the rest of the turn. However, that unit has a maximum
control score of 1 for the rest of the battle round.