Book | Kind | Edition | Last update | |
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![]() | Rulebook | 4 | April 2025 | |
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![]() | Rulebook | 4 | April 2025 |
ADVANCED RULES In addition to the Core Rules, Matched Play: First Blood uses the following Advanced Rules: | ||
To help you choose a Path for your warlord, you can skip ahead to read the abilities of each Path and pick the Path you think best suits the character of your warlord. | ||
Path to Glory in Battletomes Each battletome has a Path to Glory section filled with additional content. Once you have picked your faction, you will be able to use the Path to Glory rules in your faction’s battletome alongside the contents in this battlepack. | ||
Path of the Warrior Warlords who walk this Path pride their martial prowess and strength above all else. | ||
Path of the Mage (WIZARD only) To walk this Path, your warlord must already have some proficiency in the arcane arts. Вy the end, they will bе ablе to shape the very realms. | ||
Path of the Leader The tactical acumen of this warlord is their greatest asset. Even in the heat of battle, they can spot weaknesses in the enemy line and exploit them without mercy. | ||
Path of the Devout (PRIEST only) With an unshakable faith to guide them, this warlord has been chosen by their patron deity for a greater purpose (or so they claim!). | ||
In a Path to Glory battle, all the units in your army must be drawn from your Order of Battle, but you do not have to use all the units from your Order of Battle in the battle. Indeed, once your Order of Battle grows, you might not be able to include all your units due to the battle’s points limit. | ||
Earning Enhancements Over the course of your Path to Glory campaign, you may be able to give additional enhancements to your units (for example, by completing quests). Each time you earn an additional enhancement, give it to an eligible unit on your Order of Battle. Your Order of Battle cannot include the same enhancement more than once. When fighting Path to Glory battles, instead of picking enhancements when choosing your army for a battle, all the units in your army can use any enhancements they have. This means that, as your campaign progresses, you will be able to field an army resplendent with an array of different enhancments! | ||
Enhancements from Faction Rules Certain faction rules might grant you access to additional enhancements. In cases like this, you receive these extra enhancements as normal at the start of your campaign and can give them to eligible units. | ||
If you do not add any WIZARDS to your Order of Battle in step 2, you can add your starting spells later in the campaign as soon as you add your first WIZARD to your Order of Battle. The same applies to prayers and PRIESTS. | ||
Adding Additional Spells and Prayers As your campaign progresses, you will get the chance to add more spells and prayers to your lores. Each lore can hold no more than 6 spells and/or prayers. Once a lore has 6 spells and/or prayers, if you have the chance to add another, you must remove 1 of the existing spells or prayers before you can do so. | ||
If you are unsure which quest to begin with, you can’t go far wrong with ‘Search for the Artefact’. Once you gain the artefact of power, you will be able to use it straight away in your next Path to Glory battle. | ||
QUEST You send your scouts far and wide in search of a powerful relic.SEARCH FOR THE ARTEFACT At the end of each of your turns, you can pick a friendly HERO that is not within friendly territory, is not in combat and is within 1" of a terrain feature. If you do so, roll a dice. On a 4+, that HERO finds a clue and you gain 1 quest point. Once you have gained 3 or more quest points, you can complete this quest. When you do so, you can give 1 artefact of power to an eligible HERO on your Order of Battle. | ||
QUEST You discover archaic texts relating to your deity that date back to the Age of Myth. Deciphering them will allow you to better enact their will in the Mortal Realms.LEARN ANCIENT SCRIPTURES Each time a friendly PRIEST is given 4 or more ritual points, you gain 1 quest point. Once you have gained 5 or more quest points, you can complete this quest. When you do so, you can pick 1 prayer from a prayer lore available to your army’s faction and add it to your own prayer lore. | ||
QUEST A band of warriors in your army seek to prove themselves in the fires of battle.SEEK GLORY IN BATTLE When you embark on this quest, pick a unit on your Order of Battle to bе the Glory Seekers. You can complete this quest the next time you win a major or minor victory and the Glory Seekers took part in the battle and were not destroyed. When you do so, the Glory Seekers earn D3+3 additional renown points. | ||
QUEST A wizard in your army seeks to master a mighty spell to aid you in battle.MASTER MAGICAL LORE Each time you make a casting roll of 8+ for a WIZARD, you gain 1 quest point. Once you have gained 3 or more quest points, you can complete this quest. When you do so, you can pick 1 spell from a spell lore available to your army’s faction and add it to your own spell lore. | ||
QUEST Your mystics seek to tame the power of a wild manifestation, but they are yet to control it fully.HARNESS MANIFESTATION When you embark оn this quest, pick 1 spell or prayer from a manifestation lore available to your army’s faction and add it to your own manifestation lore marked as ’Wild’. Each time that spell or prayer is used, roll a dice. On a 1-3, inflict an amount of mortal damage equal to the roll оn the unit using the ability. Оn a 4+, you gain a number of quest points equal to the roll. Once you have gained 10 or more quest points, you can complete this quest. When you do so, the spell or prayer is no longer marked as ’Wild’. | ||
QUEST An aspiring warrior under your command seeks to prove their mettle in the fires of battle.RISE OF A CHAMPION When you embark on this quest, pick 1 HERO on your Order of Battle that does not yet have a heroic trait to bе your Rising Champion. You can complete this quest if an enemy HERO or MONSTER was slain by your Rising Champion. When you do so, you can give 1 heroic trait to your Rising Champion. | ||
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Battleplan The Ruined SettlementTHE ARMIES The player whose general has fewer renown points picks which player uses the Northern Territory and which player uses the Southern Territory. If the generals have the same number of renown points, roll off and the winner picks.OBJECTIVES Set up 5 objectives as shown on the map. In this battle, the objectives represent important locations in the ruined Dawnbringer town.THE BATTLEFIELD The battlefield should resemble a ruined Dawnbringer town.DEPLOYMENT The player who assigned territories begins deployment.FACTION TERRAIN No faction terrain can be set up during the deployment phase.VICTORY POINTS Victory points are scored as follows:
![]() EVERY ACRE SHALL BE EARNED WITH STEEL | |||||||||||
Battleplan Relics of MythTHE ARMIES The player whose general has fewer renown points picks which player uses the Northern Territory and which player uses the Southern Territory. If the generals have the same number of renown points, roll off and the winner picks.OBJECTIVES Set up 3 objectives as shown on the map. The objectives represent stashes of ancient treasure.THE BATTLEFIELD The battlefield is set up to represent ruins that date back to the Age of Myth.DEPLOYMENT The player who assigned territories begins deployment.VICTORY POINTS Victory points are scored as follows:
CAMPAIGN REWARD After the battle, the winner rolls a dice and adds the number of victory points they scored to the result. If the total is 15 or more, they can pick 1 artefact of power available to their faction and give it to an eligible HERO on their Order of Battle.
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Battleplan The Decisive BattleTHE ARMIES The player whose general has fewer renown points picks which player is the raider and which player is the defender. If the generals have the same number of renown points, roll off and the winner picks.THE BATTLEFIELD The battlefield is set up to represent the borderlands between the domains of the two armies.DEPLOYMENT The defender begins deployment.FACTION TERRAIN The raider cannot set up faction terrain during the deployment phase.VICTORY POINTS
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Battleplan The AmbushTHE ARMIES The player whose general has fewer renown points picks which player is the trespasser and which player is the ambusher. If the generals have the same number of renown points, roll off and the winner picks.THE BATTLEFIELD The battlefield is set up to represent the borderlands between the domains of the two armies.DEPLOYMENT The ambusher begins deployment. Each time they deploy a unit, it can be set up anywhere in friendly territory more than 6" from enemy territory. Each time the trespasser deploys a unit, it can be set up anywhere wholly within friendly territory. All of the trespasser’s units must be set up on the battlefield during the deployment phase (they cannot be set up in reserve).FACTION TERRAIN The ambusher cannot set up faction terrain during the deployment phase.FIRST TURN The ambusher takes the first turn of the battle. There is no movement phase in the ambusher’s first turn (the battle takes place the moment the ambush is sprung).VICTORY POINTS
![]() TAKE UP THE BLADE ONCE MORE | |||||||||||||
Battleplan Wreck and RuinTHE ARMIES The player whose general has fewer renown points picks which player is the raider and which player is the defender. If the generals have the same number of renown points, roll off and the winner picks.The defender must split their army into a patrol contingent and a reinforcements contingent. Each contingent must have as close to the same number of units as possible. OBJECTIVES Set up 5 objectives as shown on the map.THE BATTLEFIELD The battlefield is set up to represent the heart of the defender’s domain.DEPLOYMENT The defender begins deployment. The units in the defender’s reinforcements contingent are deployed in reserve. Units in the raider’s army can be set up anywhere wholly within their territory (they do not have to be set up more than 9" from enemy territory).FACTION TERRAIN The raider cannot set up faction terrain during the deployment phase.FIRST TURN The raider chooses who takes the first turn of the battle.REINFORCEMENTS Units in the defender’s reinforcements contingent can use the ‘Raise the Alarm’ ability while they are in reserve:
RAISE THE ALARM: Warning cries alert nearby warriors of the raid.
VICTORY POINTS Take and Hold: Each player scores 1 victory point at the end of their turn for each objective they control.Burn It Down: At the end of the raider’s turn, after victory points have been scored for ‘Take and Hold’, they can pick 1 objective they control and burn it. Each time the raider burns an objective, it is removed from play and they score D3 victory points.
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Battleplan The RitualTHE ARMIES The player whose general has fewer renown points picks which player is the attacker and which player is the ritualist. If the generals have the same number of renown points, roll off and the winner picks.OBJECTIVES 4 objectives are set up as shown on the map. The 3 objectives on the border of the ritualist’s territory are sites of power and the objective in the centre of their territory is the altar.THE BATTLEFIELD The battlefield is set up to represent a ritual site.DEPLOYMENT The ritualist begins deployment.FACTION TERRAIN The attacker cannot set up faction terrain during the deployment phase.FIRST TURN The attacker chooses who takes the first turn of the battle.NATURE OF THE RITUAL The ritualist picks 1 of the following rituals to perform:Ritual of Blessings: Each time the ritualist scores a victory point, they can pick a friendly unit contesting an objective to Heal (D3). Ritual of Primal Force: Each time the ritualist makes an unmodified charge roll equal to the number of victory points they have, the charging unit has STRIKE-FIRST this turn. Cursed Ritual: Each time the ritualist scores a victory point, they can pick an enemy unit contesting an objective and roll a dice. On a 4+, inflict D3 mortal damage on that unit. Ritual of Darkness: While the ritualist has 8 or more victory points, they can add 1 to wound rolls for combat attacks made by friendly units. VICTORY POINTS
![]() FEAR NOT THE GHEIST, LEST ITS CLAWS GOUGE DEEPER | |||||||||||
The aftermath sequence should be resolved immediately after the battle, if possible, so that your opponent can see your rolls. Completing these steps will take around 5 minutes. | ||
The glory points you earn after each battle represent your spoils of war. They also represent the growing influence of your army and the additional resources they find at their disposal. | ||
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The Favoured Warriors rule ensures that your most valorous unit in the battle does not go unrewarded. You can pick which unit will bе your favoured warriors after they have earned renown for fighting the battle. This means that if a unit is just a few points away from earning a rank, you can use the favoured warriors rule to see them over the threshold! | ||
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Path of the Leader(HERO only)ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
TACTICAL ACUMEN: This warrior has a deep understanding of the flow of battle and the habits of not only their own fighters but also those of the foe. Effect: The target can use the ’Redeploy’ command this phase and you do not need to spend any command points for it to do so.
CONSERVED STRENGTH: This champion manages their strength just as shrewdly as they command their warriors.
MASTERFUL COMMANDER: With a keen mind, this champion surveys the battlefield and devises a plan of action.
ROUSING ORATOR: The stirring rhetoric of this champion inspires the warriors they command.
DEFENDER OF THE REALM: This warrior defends their domain with great valour and might.
HARDY CONSTITUTION: Only the most grievous of wounds can lay this warrior low.
DESTINED FOR GREATNESS: It is said the gods look favourably upon this one.
INSPIRING LEADER: So renowned is this legendary warrior that they inspire all under their command to give everything they have in battle. | ||||||||||||||||||||||||||||||||||
Path of the Mage(WIZARD HERO only)ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
DEDICATED PRACTITIONER: Uncounted hours poring over esoteric texts has granted this wizard a deep insight into the nature of magic.
ELDRITCH WARD: This mage can weave excess magical energies into a cloak of mystic protection.
MYSTIC SHIELD: The caster’s allies are bathed in an unearthly glow that protects them from harm. Effect: The target has WARD (6+) this turn.
ARCANE CONDUIT: The caster focuses on channelling the motes of magic that sufluse the realms. Effect: Until the end of the phase, add 1 to casting rolls for friendly units.
MAGICAL MIGHT: This wizard is invigorated through the harnessing of magic. Effect: Heal (D3) this WIZARD
ARCANE FAMILIAR: A small creature follows this wizard and serves as a focus for their power. Effect: Re-roll 1 of the dice in the casting roll.
ELDRITCH CATACLYSM: A storm of raw magic sweeps across the enemy lines causing absolute havoc. Effect: Roll a dice for each model in the target unit. For each 4+, inflict 1 mortal damage on that unit.
SUNDER THE EARTH: The ground before the caster splits and a gaping fissure snakes forth. Effect: Draw a line between that point and the closest point on this WIZARD’s base. Inflict D3 mortal damage on each unit the line crosses (roll for each).
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Path of the Devout(PRIEST HERO only)ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
FOCUSED MEDITATION: On the eve of battle, this mysterious priest isolates themselves to prepare for the fight to come.
DIVINE BLESSING: It is said this one courts the attention of their deity and walks the realms as their holy envoy.
RIGHTEOUS CONVICTION: The priest calls upon their deity to bless their allies with strength. Effect: Pick a visible friendly unit wholly within 12" of this PRIEST. Until the start of your next turn, add 1 to wound rolls for combat attacks made by that unit.
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored. Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
MASTER OF CEREMONIES: This priest has dedicated their life to their craft.
HALLOWED CHAMPION: The faith of this priest is nigh on tangible to those around them.
RITUAL OF DEATH: Thunder rumbles in the skies above as the wrath of a god is wrought upon their enemies. Effect: Inflict 1 mortal damage on each enemy unit on the battlefield. Inflict D3 mortal damage instead if the chanting roll was 9+ (roll for each).
RITUAL OF LIFE: Responding to the fervent dedication of the priest, the gods themselves shower those who fight in their name with their blessings. Effect: Pick each friendly unit on the battlefield to Heal (1). Heal (D3) instead if the chanting roll was 9+ (roll for each).
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Path of the Defender(non-HERO unit only)ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
HARDENED RESOLVE: Even when grievous wounds have been wrought upon their flesh, these warriors do not rest.
STEEL DISCIPLINE: Even in the heat of this battle, these warriors keep a calm disposition, falling back information to strengthen the line elsewhere.
UNCANNY SURVIVABILITY: These warriors have emerged unscathed from attacks that should have seen them slain.
UNBREAKABLE FORMATION: These warriors brace for impact and let the enemy crash into them as a wave does against a sheer cliff.
MIGHTY CUSTODIANS: These warriors would gladly sell their lives before letting the enemy lay claim to their lands.
BATTLE-SCARRED VETERANS: These warriors shrug off any flesh wounds and minor injuries.
WARRIORS OF RENOWN: Veterans of a dozen or more battles, these legendary warriors are famed for their resilience and sheer grit.
INDOMITABLE DEFENDERS: No quarter is given to those who would intrude upon the domain of these legendary warriors. | ||||||||||||||||||||||||||||||||||
Path of the Attacker(non-HERO unit only)ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
FULL-ON ATTACK: These warriors have forged a bond in the crucible of battle, and they instinctively know when to press home their assault.
BATTLE FURY: Nothing can stop these warriors as they charge headlong into the fray.
HUNTER’S EYE: These elite warriors race forward, eager to be the first to draw the blood of their quarry. Effect: That unit gains the QUARRY keyword. Add 1 to wound rolls for attacks made by this unit that target the QUARRY unit.
MONSTER KILLERS: These legendary warriors are expert in the slaughter of monstrous foes.
MIGHTY CONQUERORS: These fighters rest not until the lands of the enemy have been laid to ruin.
FRENZY: When battle is met and the sounds of clashing blades ring out, these mighty warriors focus on nothing but the next kill.
WEAPON MASTERS: These legendary warriors are renowned for their combat prowess.
HONED GEAR: These warriors learned long ago that well-maintained arms bite deepest. | ||||||||||||||||||||||||||||||||||
The warscrolls using WIZARD keyword can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.The WIZARD keyword is used in the following warscrolls:
The warscrolls using PRIEST keyword can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Stormcast Eternals.The PRIEST keyword is used in the following warscrolls:
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In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
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KEYWORDS | SPELL |
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KEYWORDS | PRAYER |
Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
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Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
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KEYWORDS | CORE, MOVE |
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KEYWORDS | CORE, MOVE, RUN |
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KEYWORDS | CORE, MOVE, RETREAT |
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KEYWORDS | CORE, MOVE, CHARGE |
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There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
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KEYWORDS | CORE, MOVE, CHARGE |
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The warscrolls using UNIQUE keyword can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.The UNIQUE keyword is used in the following warscrolls:
Battle profiles are regularly updated to improve balance. When we republish them, the new version takes precedence over versions with an earlier publication date or no publication date. | ||
The warscrolls using HERO keyword can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.The HERO keyword is used in the following warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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KEYWORDS | MOVE, RUN |
The warscrolls using HERO and WIZARD keywords can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.The HERO and WIZARD keywords are used in the following warscrolls:
The warscrolls using HERO and PRIEST keywords can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Stormcast Eternals.The HERO and PRIEST keywords are used in the following warscrolls:
The PRIEST keyword is used in the following Blades of Khorne warscrolls: