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Show History | ||||
| Book | Kind | Edition | Last update | |
Path to Glory: Blighted Wilds | ||||
Path to Glory: Blighted Wilds | Expansion | 4 | January 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | October 2026 | |
War in the Blighted Wilds | ||||
War in the Blighted Wilds | White Dwarf | 4 | February 2026 | |
| Q: | When creating your initial 1000-point roster, do you have to pay for individual SPELL, PRAYER or SUMMON abilities if the associated lore has a points cost? |
| A: | No. |
| Q: | During deployment, can you deploy both a regular faction terrain feature and a Landmark of Ghyran or just one of them? |
| A: | You can deploy both. |
BUT MY ARMY LIKES CORRUPTION!Some factions, such as the Maggotkin of Nurgle and the Skaven of the Clans Pestilens, revel in disease and decay and are known throughout the realms for their wanton defilement of all things pure. Why, then, would they want to purge corruption?For these armies, perhaps the corruption they encounter is the ‘wrong type’ - a lingering curse of undeath or nexus of Waaagh! energy, rather than good, honest rot - and their acts of‘purification’ involve replacing the corruption with their preferred contaminants, such as virulent poxes or foul-smelling effluent. Or perhaps you have an idea that would fit your army’s narrative even better! | ||
). It records your army’s progress and details your units, faction terrain features, enhancements and lots of other bits of information. As the campaign continues, you will need to keep your roster up to date, so it is recommended you record everything in pencil and keep an eraser to hand!| The rules in this battlepack are independent of those found in other Path to Glory battlepacks, such as Ravaged Coast and Ascension. You can pick Paths from other Path to Glory battlepacks for your units to embark on, but none of the other rules in those battlepacks are used when playing through a Path to Glory: Blighted Wilds campaign. All the rules in the Path to Glory section of your battletome can be used in a Path to Glory: Blighted Wilds campaign. For example, you can add a HERO created using the Anvil of Apotheosis to your roster, and you can pick Paths in your battletome for eligible units to embark on. | ||
ADVANCED RULES In addition to the Core Rules, Path to Glory: Blighted Wilds uses the following Advanced Rules:All rules refer to the Core Book (see General’s Handbook 2024-25) | ||
| While we recommend a limit of 1000 points for starting Blighted Wilds armies, if your Path to Glory group agrees to start at a different points limit, feel free to do so. | ||

SPEARHEAD QUICK STARTAs an alternative to starting your Path to Glory: Blighted Wilds campaign with a fixed points limit, each player in your Path to Glory group could start with a different Spearhead army.If you choose to do this, add your general and each unit in your Spearhead army to the general’s regiment section of your roster (if there are too many to fit, add the extras as auxiliary units) and then jump straight to picking a Path for your general! | ||
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| Remember, many abilities can only affect un its with a certain keyword (such as WARRIOR CHAMBER or BLOODBOUND), so while units from different factions in the same Grand Alliance may fight alongside each other, they may not be able to benefit from each other’s abilities. | ||
UNIT PATHSAs they journey across Thyria, your non-HERO units will also earn renown points that can be spent in the aftermath sequence to allow them to gain ranks and follow Paths. | ||
ENHANCEMENT TABLESWhen picking enhancements, you can pick a heroic trait and an artefact of power from any combination of the tables in your faction’s battletome or faction pack and the tables in this battlepack (The Pride of Thyria and Thyrian Wonders respectively). | ||
| Over the course of your Path to Glory: Blighted Wilds campaign, you will be able to gain additional enhancements to give to your units (see Blighted Wilds Rewards). Each time you gain an enhancement, give it to an eligible unit on your Path to Glory roster. The same unit can never have more than 1 enhancement of the same type, and your roster cannot include the same enhancement more than once. When fighting Path to Glory battles, all the units in your army can use any 1 enhancements they have. This means that, as your campaign progresses, you will be able to field an army resplendent with an array of different enhancements! | ||
UNIVERSAL MANIFESTATIONSWhen picking SUMMON spells and/or prayers, you can pick from the universal manifestation lores found at Endless Spells page. | ||
| Your Arcane Tome can hold no more than 9 spells and/or prayers. Once it has 9 spells and/or prayers, if you have the chance to add another, you must remove 1 of the existing spells or prayers before you can do so. | ||
EQUAL RANKSIf a rule says that the player whose general has the lowest rank must pick something but both players’ generals have the same rank, the players roll off and the winner picks. | ||
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There is a version of this battleplan map that includes checkboxes, so you can easily keep track of which battleplans you have unlocked. You can find pdf here: ![]() | ||
| Faction terrain features and Landmarks of Ghyran cannot be contaminated. | ||
IT’S PURE TO ME!To keep track of which player considers which terrain features to be contaminated and which to be remediated, we recommend that each player places a coin or a token with 2 different faces on each contaminated terrain feature. When a player’s units remediate the terrain feature, they can flip their coin/token. | ||
WHY REST NOW?Sometimes you may decide that it is better to rest an injured unit rather than risk them gaining further battle wounds. Or it could be part of your narrative: perhaps your general has recently been usurped and they need to spend some time recovering their damaged pride. | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), Start of Enemy Turn |
Once Per Turn (Army), Start of Enemy Turn |
Once Per Turn (Army), End of Any Turn |
Once Per Turn (Army), Any Movement Phase |
Once Per Battle (Army), Your Hero Phase |
If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Miscellaneous Reward:Blighted Wilds battle:
SANITISED: Your warriors use the ritual ingredients they have recovered to great effect. Choose either of the following:
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If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward:
EXPERT GARRISON: These warriors are highly skilled at fighting front defensive positions. Effect: For the rest of the turn, add 1 to save rolls for the target while it is wholly within 3" of a terrain feature or objective. Choose either of the following:
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If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. If a player wins a minor victory using this battleplan, they roll a dice. On a 1-4, they can claim either the Ability Reward or the Miscellaneous Reward. On a 5-6, their opponent can claim either reward instead. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward:
TACTICAL REPOSITIONING: These sure-footed warriors can shift their position at speed. Effect: The target can move 2D6". It cannot move into combat during any part of that move.
Pick 1 spell or prayer and add it to your Arcane Tome. | ||||||||
If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward: Pick a second unit that took part in the battle to be your favoured warriors in step 2 of the aftermath sequence.
WYRDRON SEED: When thrown at a foe, these unassuming seeds burst open to release fast-growing and sharp-thorned vines that can entangle limbs or shred skin. Effect: Roll a dice. On a 1-2, for the rest of the turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1. On a 3+, inflict an amount of mortal damage on the target equal to the roll. | ||||||
The player who wins a major victory using this battleplan can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward: Pick 1 spell or prayer and add it to your Arcane Tome.
DEFIANT IN THE FACE OF DANGER: The determination of these warriors sees them brush aside the enemy’s deadliest weapons. Effect: For the rest of the turn, other than the Companion weapon ability, weapon abilities for the target’s attacks have no effect. | ||||||
If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward: Pick a unit in your army that took part in this battle and remove D3+3 battle wounds from it.
PROVEN SURVIVORS: These warriors have overcome some of the foulest perils that the Thyrian jungle can throw at them. Effect: The target has WARD (5+) for the rest of the turn. | ||||||
If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward: You earn 10D6 glory points.
DAUNTLES: Brimming with self-confidence, these warriors make the first decisive move. Effect: Each target can use the ‘Normal Move’ ability as if it were your movement phase. | ||||||
If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward: Choose either of the following:
SPITEFUL ATTITUDE: The contempt that these warriors have for their enemies is another layer of defence. Effect: For the rest of the phase, subtract 1 from wound rolls for combat attacks that target that unit.
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If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward: Choose either of the following:
ONE WITH THYRIA: Attuned as they are to the call ofThyria, your general entreats the land’s spirits to aid them as they provide worthy tribute. Effect: For the rest of the turn, subtract 1 from save rolls and ward rolls for the target.
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If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward: Pick a unit on your roster and remove 1 of that unit’s battle scars.
EMPOWERED BY GHYRAN: Having stood close to a ley line surging with power, this hero has been flooded with Ghyranite energy. Effect: If the target is a WIZARD or PRIEST, add 1 to the target’s power level for the rest of the battle. If the target is not a WIZARD or PRIEST, pick either the WIZARD (1) or PRIEST (1) keyword. The target has that keyword for the rest of the battle. | ||||||
If a player wins a major victory using this battleplan, they can claim either the Ability Reward or the Miscellaneous Reward. Their opponent receives the reward they do not claim. Ability Reward: You can use the following ability in your next Blighted Wilds battle: Miscellaneous Reward: Choose either of the following:
BRIARSEED BLESSINGS: Eating one of these knobbly, enierald- green buds can grant a temporary rush of strength. Effect: Roll a D3 and apply the corresponding effect for the rest of the turn: 1: Add 1 to the Attacks characteristic of the target’s melee weapons. 2: Add 1 to the Rend characteristic of the target’s melee weapons. 3: Add 1 to the Damage characteristic of the target’s melee weapons.
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The player who wins a major victory using this battleplan follows the instructions below. You have destroyed the source of corruption and this part of Thyria is safe... for the moment. You revel in the adulation of your remaining troops, enjoying this rare moment of peace. Soon it will be time to move on, but first, your warriors have the chance to bathe in the newly purified waters and heal their wounds. Remove D6 battle wounds from each friendly unit. Then, pick a friendly unit and remove 1 of that unit’s battle scars. Finally, turn to ‘Campaign Victory’ to see the rewards you earn for winning the campaign. | ||
| The aftermath sequence 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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| Instead of picking one of your units to be your favoured warriors yourself, you could ask your opponent which unit performed most admirably in battle and, in their opinion, should be recognised as the favoured warriors. | ||
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| Remember, you can have a maximum of 5 regiments on your roster. | ||
| You cannot add a new unit to your roster and reinforce an existing unit in the same aftermath sequence | ||
USURPEDIf you do change your general, the HERO that was previously your general retains all the enhancements that they were given. Whilst they may have been usurped from their position of power, their contingency plans mean that they did manage to retain some relics from their glory days. | ||
UNTIMELY ARRIVALUnits that were set up in reserve as stalled reinforcements, were not set up on the battlefield during the battle using the ‘Timely Arrival’ ability and, as a result, were destroyed at the start of the fourth battle round do not suffer any battle wounds. Since they missed all the fighting, they are effectively unscathed. | ||
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| When a HERO succumbs to injury, if they were leading a regiment, all other units in that regiment become auxiliary units. | ||
| In the last battle, Jimbo’s Treelord Ancient suffered 5 battle wounds. It receives a serious battle scar and Jimbo rolls on the serious battle scar table to determine the effect. Jimbo then heals 2 of its battle wounds. Although the unit now only has 3 battle wounds the effect of the serious battle scar still remains. In the next battle, Jimbo’s Treelord Ancient suffers a further 3 battle wounds, bringing the total up to 6. However, since the unit already has a serious battle scar, it does not receive a second one. | ||
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Battleplan Thyria’s BountyEven the most skilled of life-mages could not hope to heal the infected reaches of Thyria on their own. One must call upon the power of the land itself; various mystical roots, fungi and tubers can be used in cleansing rituals. Several clusters of such resources have been located nearby - but so too has a marauding enemy army with the same covetous intent...THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory.INGREDIENT CLUSTERS Ingredient clusters are represented by 40mm round markers. After setting up terrain but before picking terrain features to be contaminated, starting with the player who assigned territories, each player sets up 3 ingredient clusters within friendly territory, more than 6" from all battlefield edges and more than 12" from all other ingredient clusters. They cannot be set up on any part of a terrain feature that is more than 1" tall. Ingredient clusters are friendly to the player who set them up and enemy to their opponent.DEPLOYMENT The player who assigned territories begins deployment.TWIST Both players can use the following ability:
MEDICINAL FORAGING: Certain plants can be harvested for their use in curative rituals. Effect: Remove that ingredient cluster from the battlefield and give the target a wildcrafting harvest token.
WILDCRAFTER’S CACHE: The contents of a forager’s pockets are treasures indeed. GLORIOUS VICTORY From the third battle round onwards, at the end of the battle round, if one player’s unit has a wildcrafting harvest token and is within 1" of a friendly ingredient cluster, and there are no enemy units with wildcrafting harvest tokens within 1" of any enemy ingredient clusters, that player wins a major victory.Otherwise, at the end of the battle:
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Battleplan Forest FortressAn army has managed to erect an imposing, if nascent, stronghold amidst the Thyrian wilds. If they continue to fortify it, they will be able to extend their influence far across the region. Their enemies are determined to ensure that this will not come to pass.THE ARMIES The player whose general has the lowest rank picks which player is the attacker and which player is the defender.THE STRONGHOLD The defender sets up either 1 small or medium terrain feature or 1 faction terrain feature or Landmark of Ghyran on their roster within friendly territory. That terrain feature is the stronghold.If the stronghold is not a faction terrain feature or Landmark of Ghyran, it has a Health characteristic of 12 and a Save characteristic of 4+, and it is treated as a faction terrain feature in the defender’s army (Terrain, 1.5). The stronghold has WARD (4+) against damage inflicted by SHOOT abilities. DEPLOYMENT The player who assigned territories begins deployment.TWIST The defender can use the following ability:
BOLSTER THE STRONGHOLD!: Sometimes shoring up one’s defences takes precedence over all else. Effect: Heal (D3+3) the stronghold. Then, for the rest of the turn, the target has the FIELD REPAIRING keyword. The defender must use the following reaction:
NOT NOW, WE’RE BUSY!: These warriors are still hard at work.
GLORIOUS VICTORY At the end of the battle, if the stronghold has been destroyed, the attacker wins a major victory. Otherwise, the defender wins a major victory.
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Battleplan A Dense and Choking MazeThyria is one of the most wild and untamed regions of the Everspring Swathe. Few truly pitched battles can be fought here; instead, armies are likely to become scattered among the shifting trees and cloying undergrowth, forced to arrive piecemeal and needing to regroup.THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory.OBJECTIVES After setting up terrain but before picking terrain features to be contaminated, starting with the player who assigned territories, the players take turns to pick a terrain feature to be a navigation landmark until there are 3 navigation landmarks. Players cannot pick terrain features that are within 9" of a battlefield edge.DEPLOYMENT The player who assigned territories begins deployment as described next.TWIST Players cannot use DEPLOY abilities other than the ‘Stalled Reinforcements’ ability and the ‘Innumerable Paths’ ability below:
INNUMERABLE PATHS: The forests of Thyria are dense and nigh impenetrable, and those who roam amidst them are likely to become thoroughly disoriented. Effect: Roll a dice. On a 1-2, set up the target unit wholly within 12" of the eastern edge and more than 9" from enemy territory. On a 3-4, set up the target unit wholly within 12" of the entry point in friendly territory and more than 9" from enemy territory. On a 5-6, set up the target unit wholly within 12" of the western edge and more than 9" from enemy territory. After you have done so, the target unit has been deployed.
GLORIOUS VICTORY Victory points are scored as follows:
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Battleplan Cursed KernelMany are the seeds that lie in the tangled undergrowth of Thyria, hoping to germinate - some potent and beneficial, some disgusting and dangerous. While seeking some of the former, an army has discovered one of the latter. Pungent slime leaks from this trembling kernel, withering whatever it touches. Perhaps if the seed were transported to enemy territory, it could be of use...THE ARMIES The player whose general has the lowest rank picks which player uses the Western Territory and which player uses the Eastern Territory.THE ROT-SEED The rot-seed is represented by a 40mm round marker. Set up the rot-seed as shown on the map.DEPLOYMENT The player who assigned territories begins deployment.TWIST Both players can use the following ability:
‘GET IT OUT OF HERE!’: Sometimes, the simplest solution is the correct one. Effect: Roll 2D6. If the target’s unit is not in combat, roll 3D6 instead. If the target’s unit is a MONSTER, change the lowest D6 to match the highest D6. Remove the rot-seed from the battlefield and set it up again within a number of inches of the target equal to the roll. The rot-seed cannot be set up on a terrain feature that has the ‘Unstable’ or ‘Impassable’ terrain ability or on any part of a terrain feature that is more than 1" tall. GLORIOUS VICTORY At the end of the battle, if the rot-seed is wholly within a player’s territory, their opponent wins a major victory. Otherwise, the battle is a draw.
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Battleplan Escort to the Wellspring GroveFollowing a vicious skirmish, a party of warriors has been gravely injured. Fortunately, their fellows have heard of a glade nearby that is blessed with a spring of Aqua Ghyranis and clusters of precious healing herbs. Now they must simply reach the goal without incident...THE ARMIES The player whose general has the lowest rank picks which player is the ambusher and which player is the escort.DEPLOYMENT The player who assigned roles begins deployment as described next.TWIST The escort cannot use DEPLOY abilities other than the ‘Stalled Reinforcements’ ability and the ‘Blissfully Unaware’ ability below:
BLISSFULLY UNAWARE: The escorting army have no idea that they are walking into a trap. Effect: Set up the target unit wholly within friendly territory and more than 3" from enemy territory. After you have done so, it has been deployed.
The escort must use the following ability in the deployment phase:
INJURED WARRIORS: These ailing, flagging souls are in no position to fight their best. Effect: For the rest of the battle:
GLORIOUS VICTORY At the end of a battle round, if the casualty is within 6" of the ‘Escape Route’ table edge and is not in combat, the escort wins a major victory.Otherwise, at the end of the battle, the ambusher wins a major victory.
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Battleplan Nexuses of ContaminationLike so much of Ghyran, Thyria is a land utterly inundated with corruption. Dark energies of all kinds have seeped into an ancient, sacred grove, and now the trees here are twisted and the air thick with doom. Rival armies both wish to use this place of power for their own purposes, but first they must brave the noxious environs.THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory.DEPLOYMENT The player who assigned territories begins deployment.RIFE WITH CONTAMINATION Each eligible terrain feature on the battlefield is contaminated.TWIST The active player must use the following abilities each battle round:
RAPID CORRUPTION: In this part of Thyria, unpurifiable contamination spreads quickly. If a terrain feature (including faction terrain features and Landmarks of Ghyran) is wholly or partially within a malignant section, that terrain feature is malignant. Malignant terrain features cannot be remediated.
DEATH SENTENCE: None survive this intensely toxic environment. Effect: The targets are automatically destroyed. GLORIOUS VICTORY At the end of the battle, the player whose army remediated the most terrain features wins a major victory. If both players’ armies remediated the same number of terrain features, the battle is a draw.
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Battleplan Precarious CrossingFed by corrupted, treacherous waters that have flowed from cursed Aquia, one of Thyria’s rivers has almost burst its banks and is impossible to traverse. With no ready access to boats, two armies are forced to use an old bridge to cross - but the structure is broken and dangerously close to collapse. Now they must endeavour to repair it even while holding off their rivals.THE ARMIES The player whose general has the lowest rank picks which player uses the Western Territory and which player uses the Eastern Territory.OBJECTIVES Set up a terrain feature with the ‘Impassable’ terrain ability as shown on the map. That terrain feature is the crumbling bridge.DEPLOYMENT The player who assigned territories begins deployment.TWIST Both players can use the following ability:
DESPERATE REPAIRS: Both sides understand the importance offixing this failing bridge as swiftly as possible. Designer’s Note: The bridge stabilisation total is the combined value of both players’ repair rolls. GLORIOUS VICTORY At the end of a battle round, if the bridge stabilisation total is 120 or higher and one player controls the crumbling bridge, that player wins a major victory.Otherwise, at the end of the battle, the battle is a draw.
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Battleplan Emergency ForagingDespite its general verdancy, food is not easily found in Thyria. Poisonous plants abound, and the mega-insects that scuttle and slink between the trees and along the waterways are as liable to make a meal of hunters as the other way round. A force has been sent out to forage whatever they can from a promising-looking glade. Unfortunately, their enemies have had the same idea...THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory.OBJECTIVES After setting up terrain but before picking terrain features to be contaminated, starting with the player who assigned territories, players take turns to pick a terrain feature to be a forage spot until there are 5 forage spots. A player can pick no more than 1 terrain feature within friendly territory to be a forage spot.DEPLOYMENT The player who assigned territories begins deployment.TWIST Both players can use the following ability:
LIGHT-FOOTED: Your warriors must be ready to move the moment they have secured the resources. Effect: The target can move D6". It cannot move into combat during any part of that move. GLORIOUS VICTORY From the third battle round onwards, at the end of a battle round:
Otherwise, at the end of the battle:
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Battleplan The Call of SacrificeEven as two armies come together for battle, there are strange whispers on the wind. The nexus of jade power here demands that life be given in tribute - and worthy life at that. The precise nature of the sacrifice, however, will not be obvious until the moment arrives...THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory.OBJECTIVES After setting up terrain but before picking terrain features to be contaminated, starting with the player who assigned territories, players take turns to pick a terrain feature to be an objective until there are 6 objectives. A player can pick no more than 1 terrain feature within friendly territory to be an objective.DEPLOYMENT The player who assigned territories begins deployment.TWIST Both players must use the following ability in the deployment phase:
THYRIA THIRSTS: The natural spirits of Thyria spy those whose blood would best cleanse the earth. Effect: The target is your worthy hero. Designer’s Note: You could allocate each friendly HERO a number, roll a dice and keep the dice hidden under a cup until the end of the battle. GLORIOUS VICTORY Victory points are scored as follows:
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Battleplan Vital AlignmentGhyran’s power is cyclical, and this understanding has long informed the magics of its people. In a timeworn druidic temple, the armies have found a series of carved platforms set upon a ley line. Each has a spiral design that can be turned clockwise or anti-clockwise to channel the power of life in differing forms. Naturally, neither side agrees on the correct course of action.THE ARMIES The player whose general has the lowest rank picks which player uses the Northern Territory and which player uses the Southern Territory.OBJECTIVES Set up 4 terrain features as shown on the map. These terrain features are ley line nodes and count towards the minimum number of terrain features to be set up on the battlefield.DEPLOYMENT The player who assigned territories begins deployment.TWIST Both players must use the following ability in each of their turns:
THE TURNING CYCLE: As the magical daises are twisted one way or another, the energies of the ley line are manipulated and magnified. Effect: Pick 1 of the following effects: Align the Flow: Roll a dice for each target. On a 4+, for the rest of the turn, while each model in a unit is contesting the target, that unit’s melee weapons have Anti-charge (+1 Rend). Disrupt the Flow: Roll a dice for each target. On a 4+, for the rest of the turn, subtract 1 from hit rolls for attacks made by units while they are contesting the target. GLORIOUS VICTORY At the end of a turn, if a player controls all 4 ley line nodes, that player wins a major victory.Otherwise, at the end of the battle:
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Battleplan Creeping RootstalksEven millennia after civilisation was brought to the realms, much of Thyria remains largely unexplored, and the Age of Chaos has rendered it all the wilder. In this overgrown region, slinking roots spread from landmark to landmark, binding all together. An army must seize the mother trees from which these roots originate or else join their twitching embrace.THE ARMIES The player whose general has the lowest rank picks which player uses the Western Territory and which player uses the Eastern Territory.OBJECTIVES Set up 2 terrain features as shown on the map. Each player can set up a faction terrain feature or Landmark of Ghyran on their roster instead of the terrain feature in friendly territory. These are mother trees and count towards the minimum number of terrain features to be set up on the battlefield.DEPLOYMENT The player who assigned territories begins deployment.TWIST Both players must use the following ability in each of their turns:
NATURE’S REACH: The grasping roots of Thyria assert their wild dominion. Effect: For the rest of the battle, the target is connected to the mother tree in friendly territory. Units contesting terrain features that are connected to a mother tree are also contesting that mother tree. GLORIOUS VICTORY Victory points are scored as follows:
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Battleplan Be it Purity or PutrescenceAfter a gruelling odyssey through the blighted wilds of Thyria, the fount of corruption has been located: an enemy stronghold. It is from here that the foe undertakes their dire deeds to twist the lands of Ghyran to their liking. Now is the moment to rally round and put a stop to their plans - whether through the arts of purification or by the sword!THE ARMIES The player whose general has the lowest rank picks which player uses the Central Territory and which player uses the Outer Territory.DEPLOYMENT The player who assigned territories begins deployment.RIFE WITH CONTAMINATION Each eligible terrain feature on the battlefield is contaminated.RIFE WITH CONTAMINATION Both players can use the following reaction:
SEEK OUT THE SOURCE: Somewhere lies a nexus of power whose emanations have been twisted to corrupt the earth. No matter the cost, it must be found. Once the source of corruption has been identified, this reaction cannot be used by either player for the rest of the battle. GLORIOUS VICTORY Victory points are scored as follows:Purifiers: Each player scores 5 victory points at the end of each turn for each terrain feature their army has remediated this battle.
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Path of the Thyrian Druid(HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BOUND TO THYRIA: While the land endures, so too does this hero.
FOREST STRIDER: The densest forests are no impediment to this soul.
SKILLED HEALER: While the land endures, so too does this hero. Effect: Heal (D3) the target.
DEEPWOOD SHADOWS: The densest forests are no impediment to this soul.
A GHOST IN THE TREES: Many tales tell of this hero emerging without warningfrom dense foliage and plunging straight into the fray.
SHIELD OF THORNS: When danger strikes, prickly bushes burst from the ground around this hero to impede their foes. Effect: Subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
BOUND TO THE CYCLE: Death becomes new life - a cycle to which this hero is inextricably linked. Effect: Roll a dice. If the roll is equal to or less than the current battle round number, set up a replacement unit wholly within 3" of a terrain feature and more than 9" from all enemy units.
NEXUS OF REGENERATION: Those who fight at this hero’s side are invigorated by their vital aura. Effect: Pick 1 of the following effects for each target:
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Path of the Sacrifice Master(HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
WILLING SACRIFICE: This hero knows that the land will take any blood - even their own.
SEIZE NEW OFFERINGS: Isolated enemies make for fine gifts to the deepwood spirits.
PREPARE THE GIFT: An unharmed enemy is simply one who has not yet been readied for the rite.
THE WILDERNESS DEMANDS: One cannot rest; always, the wilds wish for greater tribute.
AN OFFERING IN KIND: As this hero offers up foes to the hungry soil, they are justly rewarded.
MARKED FOR THE ALTAR: A formidable enemy is merely an excuse to fight all the harder. Effect: For the rest of the turn, add the target’s Control characteristic, to a maximum of 5, to the Attacks characteristic of the Sacrificial Weapon, but all of its combat attacks must target that enemy unit.
WE ALL MUST MAKE SACRIFICES...: As enemies struggle for military order, a resonant word from this hero sees them offer themselves to Ghyran.
LORD OF BLOOD AND BRIAR: Radiating the terror of countless sacrificed souls, this hero’s aura deeply disturbs their adversaries.
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Path of the Weald-Born(non-HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BURSTING WITH VIGOUR: In the spring of their existence, these warriors seem to possess boundless energy.
SACRIFICIAL FRENZY: Seeing their own blood spatter the earth inspires a battle-mania in this unit.
GREENWOAD SPIRALS: These warriors have spiralling, viridian tattoos that banish evil magics.
GROWING WILDNESS: The more these warriors immerse themselves in battle, the more untameable the land around them becomes.
SURGE OF GHYRAN: These warriors have spiralling, viridian tattoos that banish evil magics.
THE EARTH REBELS: The more these warriors immerse themselves in battle, the more untameable the land around them becomes.
WATCHERS IN THE GREEN: Where these warriors roam, strange faces stare out from the shadows, instilling paranoia in their foes. Effect: For the rest of the turn, each time your opponent declares a command for the target, roll a dice as a reaction. On a 5+, unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
DANDEGRYPH BLOWBALLS: Grasping bunches of dandegryphs, with a puff of breath, the warriors release the flowers’ downy seeds in a disorienting cloud that envelops the foe. Effect: Roll a dice. On a 3+, for the rest of the turn, for each unmodified hit roll of 1 for a combat attack made by the target, inflict 1 mortal damage on the target after the FIGHT ability has been resolved. | ||||||||||||||||||||||||||||||||||
Heroic TraitsTHE PRIDE OF THYRIA(HERO only)
BLESSED BY THE OLD MAGICS: Thyria’s ancient aetheric energies cling to this warrior - and sometimes they manifest in force.
GRIZZLED SURVIVALIST: A lifetime of traversing - and enduring - the Thyrian wilds has made this hero a challenging target.
RESOLUTE BUILDER: A skilled and determined artisan, this hero takes great pride in the masterworks they have raised amidst the hostile Thyrian environment.
ARCANE DISRUPTOR: Something in this warrior’s soul seems to disrupt the channels of magical force that run through Thyria. Effect: Roll a dice. On a 5+, the target is banished and removed from play.
AS STRONG AS AN IRONOAK: The more damage this hero takes, the more determined they are to hold their ground.
NATURAL TERROR: One look from this hero can inspire dread in even the bravest of warriors. Effect: Until the start of your next turn, while this unit is on the battlefield, the target has a maximum control score of 1. | ||||||||||||||||||||||||||
Artefacts of PowerTHYRIAN WONDERS(HERO only)
JADECURSE STAVE: Grown in a dark glade by cruel druid-folk, this gnarled weapon can banish many forms of supernatural protection.
THORN-STUDDED GAUNTLETS: At the wearer’s whim, needle-like thorns extend outwards from these ironoak gauntlets, piercing armour and spearing exposed flesh.
PRINCELING’S BOW: Arrowsfired by this glistening green bow unerringly strike their target, just as they did for the aelven highborn of old. Effect: Roll 3 dice. For each 4+, inflict 1 mortal damage on the target.
BARKFLESH SHIELD: It is rumoured that this shield was carved from the hide of a fallen Treelord.
REVIVIFYING PHILTRE: The thick green liquid sloshing in this resinous container is bitter and unpleasant, but its curative properties are undeniable.
ARCANE SEEDPOD: When tossed onto a site of power, this pod releases a cloud of magical gases that choke and disrupt those who breathe too deeply of them. Effect: The following effects apply until the start of your next turn:
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Spell LoreLORE OF THE OVERGROWN WILDS
THICKET SHIELD: At the wizard’s command, dense vegetation grows up around their allies to hide them from view. Effect: Until the start of your next turn, while the target is wholly within 3" of a terrain feature, it is not visible to enemy units more than 9" away.
DISRUPT THE HUMOURS: The wizard subtly affects the internal workings of the enemies’ bodies, rendering them prone to disease. Effect: Until the start of your next turn, subtract 1 from contamination rolls and remediation rolls for the target.
HEALING SPIRAL: Life and sacrifice are inherent to Ghyran, and one skilled in jade magic can have the latter pay for the former. Effect: Until the start of your next turn, each time the target uses a FIGHT ability, after that ability has been resolved, Heal (X) the target, where X is the number of enemy models slain by combat attacks made as part of that FIGHT ability.
AWAKEN THE CARNIVORES: Pitcher plants, flytraps, fanged corpse-flowers and more: all come alive at the mage’s urging, lashing out at nearby foes. Effect: Until the start of your next turn, subtract 1 from save rolls for units (friendly and enemy) while they are within 3" of the target.
SHIFTING LANDS: The mage compels natural landmarks to change their positions amid the tortuous jungle sprawl, further confusing enemy reinforcements. Effect: Until the start of your next turn, enemy units cannot be set up within 12" of the target as a result of an enemy ability.
FOREST WALK: The Thyrian wilds briefly part before the wizard, easing their passage. Effect: Double the caster’s Move characteristic until the start of your next turn.
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Prayer LorePRAYERS OF THE JADE SOUL
SPRING IN THEIR STEP: The priest causes wildflowers to spring up across the land; as they burst into bloom, the congregation is filled with vernal vigour. Effect: Until the start of your next turn, add 1 to charge rolls for friendly units while they are within 3" of the target. If the chanting roll was 6+, add 2 to charge rolls for those units instead of 1.
JADE REVIVAL: As the priest intones their litanies, warriors on the cusp of doom find themselves once more filled with vitality. Effect: Return a number of slain models to the target unit with a combined Health characteristic of up to 4. If the chanting roll was 8+, return a number of slain models to the target unit with a combined Health characteristic of up to 8 instead.
THE ANGRY WILDS: The priest’s passionate invective is accompanied by hissing waters and creaking bark - unsettling, vengeful sounds that sap enemy warriors’ discipline. Effect: Until the start of your next turn, each time your opponent declares a command for the target, unless they spend 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost. If the chanting roll was 10+, the target cannot use commands until the start of your next turn.
ROOTED DELUSION: Foes who hear the priest’s lays suddenly struggle to move, believing, beyond all sane measure, that their limbs have become tree trunks and they are rooted to the spot. Effect: Until the start of your next turn, the target has STRIKE-LAST. In addition, if the chanting roll was 8+, subtract 1 from wound rolls for the target’s attacks until the start of your next turn.
REGENERATING BLOSSOM: As the priest chants, colourful flowers cascade from a nearby landmark, healing the wounds of all those touched by their bright petals. Effect: Heal (D3) each unit (friendly and enemy) within 3" of the target. If the chanting roll was 8+, Heal (3) each unit (friendly and enemy) within 3" of the target instead.
SOPORIFIC SOOTHING: The priest’s rhythmic chanting sees their enemies surrender to the cycle of life, leaving them vulnerable when blades clash. Effect: Until the start of your next turn, the target’s attacks cannot score critical hits (treat them as regular hits instead). In addition, if the chanting roll was 9+, combat attacks that target that enemy unit score critical hits on unmodified hit rolls of 5+.
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) where you can record information relating to your Landmark of Ghyran. A Landmark of Ghyran costs points to add to your roster, as shown opposite.| To represent your Landmark of Ghyran on the battlefield, you can attach any appropriate Citadel terrain feature to one of the base sizes specified or, alternatively, feel free to convert your own Landmark of Ghyran and mount it on one of the listed base sizes. | ||
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- 8 5+ - Landmark of Ghyran The following universal terrain abilities apply to this terrain feature (Terrain, 1.2): Cover, Impassable
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Natural Landform 0DP | ||
Artisan-Crafted Altar -4DP Make the following changes to your Landmark of Ghyran’s warscroll:
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Formidable Bastion -6DP Make the following changes to your Landmark of Ghyran’s warscroll:
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Reinforced Metalith -8DP Your Landmark of Ghyran has the FLY keyword. In addition, make the following changes to your Landmark of Ghyran’s warscroll:
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Origins
UPLIFTING AURA: Your warriors take heart from the sight of this landmark.
DEFENSIVE BOLTHOLES: This landmark is riddled with places to take cover.
LEY LINE NODE: The arcane ley lines that run through Thyria’s earth converge at this landmark.
TOUGHENED EXTERIOR: This landmark is formed of highly resilient materials. | ||||||||||||||||||
Flaws
DREARY FORM: Though functional, this structure does little to inspire those nearby.
STARK PRESENCE: Whether through terror or reverence, warriors hesitate to approach this landmark.
DECREPIT AND CRUMBLING: This landmark is unstable and slowly collapsing. Effect: Allocate 1 damage point to this terrain feature (ward rolls cannot be made for that damage point).
ROOT OF ENMITY: Enemy warriors are especially eager to vandalise this landmark. | ||||||||||||||||||
Curator Add the following abilities to your Landmark of Ghyran’s warscroll:-4DP
TRUSTED CURATOR: The hero takes up residence in this mighty landmark. Effect: Place the target on this terrain feature. The target is now the Curator (see ‘Ensconced’).
ABANDON POSITION: Going down with the ship is not always the best idea...
ENSCONCED: Commanding from a fortified position has both its advantages and its perils.
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) where you can record information relating to your Regiment of Ghyran. A Regiment of Ghyran contains 2-4 units and can include a HERO. It costs points to add to your roster, as shown below.| We recommend that you use appropriate models to represent the different models that comprise your Regiment of Ghyran. In addition, feel free to give your Regiment of Ghyran a name! You can also change the default name for each unit in your Regiment of Ghyran. | ||
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Origins
HEADSTRONG AND EAGER: A vital spirit fills these warlike souls.
BANE OF THE ARCANE: These soldiers wear armour threaded with nullstone that sees enemy magics dissipate around them.
GHYRANITE RANGERS: These warriors are well used to operating behind enemy lines.
DIRTY BRAWLERS: Protracted and honourless fights are where these warriors excel. | ||||||||||||||||||
Flaws
'SORRY SIR, DIDN’T CATCH THAT': These warriors have a habit of‘misinterpreting’ orders they don’t fancy heeding... Effect: Roll a dice. On a 6, that command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
TO THE LAST: Is it honour? Fear of retribution? Plain idiocy, perhaps? Whatever the case, these warriors never flee from a fight.
LONG-STANDING ANIMOSITY: There is a history of bad blood between these warriors. Sometimes, that blood must be spilt. Effect: Inflict 1 mortal damage on each unit in this Regiment of Ghyran that is within the combat range of another unit in this Regiment of Ghyran.
ALL FINGERS AND THUMBS: For all their skill in battle, these soldiers are either inept or unwilling when it comes to manual labour. | ||||||||||||||||||
WARSCROLL KEYWORDSWhen picking units and/or a Regiment Hero, when you see [GRAND ALLIANCE], replace it with the keyword of the Grand Alliance your army belongs to (ORDER, CHAOS, DEATH or DESTRUCTION) and when you see [FACTION], replace it with your army’s faction keyword. | ||
5" 5 5+ 2 Regiment Hero
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Wizard Hero -4DP In addition, replace your Regiment Hero’s melee weapon with the following weapon:
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Priest Hero -4DP In addition, replace your Regiment Hero’s melee weapon with the following weapon:
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Gigantic Hero -6DP In addition, replace your Regiment Hero’s melee weapon with the following weapon:
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Gargantuan Hero -8DP Change your Regiment Hero’s Move characteristic to 8", their Health characteristic to 12 and their Control characteristic to 10. In addition, replace your Regiment Hero’s melee weapon with the following weapons:
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REGIMENT HERO BATTLE MOUNTS Ghyranite Steed -3DP GHYRANITE STEED: In Ghyran, moss-maned stallions and ghyrochs graze the open swards, while giant bugs and molluscs emerge from the swamps. Spites possess fallen trees and twist them into new form - and then there are creatures of Chaos, mangled into being by Grandfather Nurgle... In addition, make the following changes to your Regiment Hero’s warscroll:Add the following weapon to your Regiment Hero’s warscroll:
Ghyranite Behemoth -15DP GHYRANITE BEHEMOTH: Many of the Realm of Life’s creatures are fearsome indeed. Enormous serpents slither in the depths of forgotten temples, mighty andronicus beetles shoulder aside Moulders and bestial forest spirits prowl the darkness with wooden talons clacking. In addition, make the following changes to your Regiment Hero’s warscroll:Add the following weapon to your Regiment Hero’s warscroll:
Ghyranite Monstrosity -20DP GHYRANITE MONSTROSITY: Life grows big in Ghyran. hi its arboreal depths lurk the mightiest of potential mounts for a conquering warlord: emerald-scaled forest drakes, the three-headed and hundred-fanged scions of Nagendra and, of course, the most febrile of Chaos’s vile spawn... In addition, make the following changes to your Regiment Hero’s warscroll:Add the following weapons and ability to your Regiment Hero’s warscroll:
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Ghyranite Monstrosity’s Claws is 4.
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5" 1 5+ 1 -1DP Ghyranite Warriors
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5" 2 4+ 1 -2DP Ghyranite Guardins
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6" 4 5+ 2 -4DP Ghyranite Elite Warriors
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7" 1 5+ 1 -1DP Ghyranite Beasts
BEASTEffect: This unit has a maximum control score of 1.
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8" 8 5+ 5 -8DP Ghyranite Monster
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8" 12 5+ 10 -10DP Ghyranite Gargant
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12" 8 5+ 2 -8DP Ghyranite Chariot
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5" 10 4+ 2 -10DP Ghyranite Bombard
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UNIT BATTLE MOUNTS Ghyranite Mount -2DP GHYRANITE MOUNT: Ghyran’s bountiful nature means there is rarely a lack of steeds for a wandering warband. In the Yskian Veldt, herds of squat but exceedingly strong horses cross the grasslands, while squigs and other troglodytic beasts fill the caverns below. Then, make the following changes to the unit’s warscroll:Non-HERO INFANTRY only. Add the following weapon to the unit’s warscroll:
Ghyranite Fiend -3DP GHYRANITE FIEND: The more fearsome of the Jade Realm’s native fauna make for fine mounts. Monstrous dragonflies and other huge arthropods cling to the bogs, while bounding plague toads are common in areas lost to Nurgle and feral water kelpies haunt the southern coasts. Then, make the following changes to the unit’s warscroll:Non-HERO INFANTRY or Ghyranite Chariot only. If the unit is INFANTRY, add the following weapon to its warscroll. If the unit is a Ghyranite Chariot, replace its Companion weapon with the following weapon:
Ghyranite Colossus -10DP GHYRANITE COLOSSUS: Tales are told of mercenary regiments who ride on truly immense creatures. The snail-knights of old Aquia still slink from slime-coated keeps, armour forged from the shells of their mounts, while the legions of Amalodum pull their ancient chariots with skeletal greatstags. Then, make the following changes to the unit’s warscroll:Non-HERO non-BEAST unit only. If the unit is INFANTRY, MONSTER or a Ghyranite Bombard, add the following weapons to its warscroll. If the unit is a Ghyranite Chariot, replace its Companion weapon with the following weapons:
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SWIFT SKIRMISHERS: Fight and flight is the preferred strategy for these warriors. Effect: Make a swift move roll for each target by rolling a number of D3 equal to the number of swift points it has. Ilie target can move a number of inches equal to the swift move roll. It cannot move through or end that move within the combat ranges of enemy units. After this ability has been resolved, your swift points are reset to 0 (any that have not been used are lost).
POISON-SMEARED WEAPONS: These warriors use deadly toxins they glean from their environment to increase their weapons’ lethality.
EMBOLDENED BY PURITY: The resolve of these warriors is strengthened by the decontamination of Thyria.
FOREST DWELLERS: These warriors move through dense undergrowth with unnatural speed.
CYCLESTONE AMULETS: These warriors are protected by realmstone-infused amulets gifted by a grateful patron.
CONTAMINATORS: These warriors seek to ensure that nature does not properly heal. Effect: Roll a dice. On a 3+, the target is no longer remediated by your opponent’s army and your opponent considers the target to be contaminated.
TAKE COVER: These warriors use the landscape to protect themselves, making it difficult for their enemies to target them.
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WOODLAND TRAPPERS: These warriors have turned many years of trapping game to feed themselves into a valuable skill in war. Effect: Roll a dice for each target and apply the corre ponding effect below until the start of your next turn. 1-2: The target cannot use commands. 3-4: Halve the target’s Move characteristic. 5-6: Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
SPELL-BREAKERS: Years of fighting the arcane has made these warriors experts in severing the link between caster and summoned sorcery. Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, pick 1 of the following effects: Banish: Inflict D3 mortal damage on the unit that summoned the target. Then, the target is banished and removed from play. Take Control: For the rest of the turn, the target is treated as a friendly MANIFESTATION by your army and as an enemy MANIFESTATION by your opponent’s army.
SINISTER SABOTEURS: These warriors are experts at thwarting purification rituals.
FAMED COURAGE: Whether they meet battle hungrily or phlegmatically, the sight of massing enemies fills these warriors with new resolve.
JADEFLOWER SEEDBOMBS: Packing handfuls of explosive seeds into organic casings, these warriors can send even the most formidable fortifications crashing down. Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
SYNCHRONISED ATTACKS: These warriors fight with uncanny unity, almost as if they were of one mind.
DRAWN TO CORRUPTION: Whether to destroy it or revel in it, these warriors are always headed to sources of foulness. Effect: Remove the target from the battlefield and set it up again wholly within 6" of a contaminated terrain feature and more than 9" from all enemy units. | ||||||||||||||||||||||||||||||||
IN IT TOGETHER: Motivated by fear, profit or genuine admiration, these warriors can be trusted to follow their leader into the fray. Effect: The targets can each move a distance up to the value of the charge roll. They can move through the combat ranges of enemy units and must end that move within 1/2" of a visible enemy unit. The HERO must move first, and the other target must end that move within that HERO’s combat range. If the HERO is unable to end that move within 1/2" of a visible enemy unit, neither target can move. If they move, the targets have charged.
VIGOROUS SPIRITS: Sitting still as their enemies advance is not in these warriors’ nature. Effect: Roll XD3, where X is the number of enemy units within 12" of the target that used a MOVE ability this phase. The target can move a number of inches equal to the roll.
SELF-PRESERVATION INSTINCTS: Their employers might call it cowardice; these warriors prefer to think of it as picking their battles. Effect: Roll 2D6. On a 6+, the target can move a number of inches equal to the roll. It can move through the combat ranges of enemy units but cannot end that move in combat.
BLESSINGS OF BARK: The gifts - or perhaps curses - of a court of spites see the flesh of these warriors harden and reknit into bark. Effect: That unit has WARD (3+) for the rest of the phase. For each unmodified ward roll of 1 for that unit this phase, after the ATTACK ability has been resolved:
MASTER CLEANSERS: These warriors specialise in banishing corruption.
FAMILIAR WITH THE PATHS: These warriors are used to navigating Ghyran’s evertwisting woods while enemies stumble about lost. Effect: Remove the targets from the battlefield. Set up the oriented target wholly within 6" of the intended destination. It can only be set up in combat with units in your opponent’s army that were within 3" of the bewildered target before it was removed from the battlefield. Then your opponent must set up the bewildered target wholly within 6" of the unknown location. It can only be set up in combat with units in your army that were within 3" of the oriented target before it was removed from the battlefield. | ||||||||||||||||||||||||||||
War in the Blighted WildsFrom a young age, the inhabitants of Ghyran must gain a strong understanding of the diverse vegetation of their realm, else they risk confusing the delicious with the poisonous. Alongside traditional herbs and plants, more exotic ingredients can be used to enhance an individual’s physical and magical capabilities, making potion-mixing a trade much sought after by Ghyranite warlords.
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Once Per Battle, Any Hero Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
Once Per Battle, Any Hero Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
Once Per Battle, Any Hero Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
Once Per Battle, Any Hero Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
Once Per Battle, Your Shooting Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
Once Per Battle, Any Hero Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
Once Per Battle, Any Shooting Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
Once Per Battle, Any Hero Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
Once Per Battle, Any Hero Phase |
| KEYWORDS | GHYRANITE CONCOCTION |
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Path of the Alchemist(HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FORAGER: This eagle-eyed hero takes every opportunity to search the battlefield for rare ingredients. Effect: If the target is wholly within enemy territory, roll on the Exotic Ingredients table and add the corresponding ingredient to your roster. If the target is not wholly within enemy territory, roll on the Basic Ingredients table instead.
POTION PICKPOCKET: If they notice a glowing vial hanging by an enemy’s waist, this hero will quickly snatch it for themselves. Effect: Roll a dice. On a 3+, the target no longer has that GHYRANITE CONCOCTION and give this unit that GHYRANITE CONCOCTION. If this unit already has a GHYRANITE CONCOCTION, this unit must immediately use one of those Ghyranite Concoctions. ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PRECIOUS INGREDIENTS: This warrior has no respect for knightly honour – nothing is as important as their potions.
EXPLOSIVE CONCOCTIONS: The especially volatile potions brewed by this alchemist could kill a drake, let alone a man. Effect: Inflict D3+3 mortal damage on the target.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PORTABLE BREW STATION: This convenient contraption is perfect for cooking up concoctions on the go.
IMPROMPTU POTIONS: A veritable potion-making master, this hero can whip up mixtures on the fly to hurl at the enemy. Effect: Roll a D3 and apply the corresponding effect: 1 Potion of Instant Corrosion: Inflict D3 mortal damage on the target. 2 Potion of Imprecision: Subtract 1 from hit rolls for the target’s attacks for the rest of the turn. 3 Potion of Vulnerability: Ward rolls cannot be made for the target for the rest of the turn. LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
OVERCHARGED ELIXIRS: This master alchemist can create the most potent of potions, but they have also become somewhat reliant on them.
WASTE NOT, WANT NOT: Through a mixture of skill, frugality and constant harvesting, this alchemist never runs out of ingredients. | ||||||||||||||||||||||||||||||||||||
Path of the Woodsman(INFANTRY HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
MORALE BOOST: By humming songs they heard while travelling the realms, this scout lifts the spirits of their allies.
NEVER A STRANGER: Constantly wandering the wilderness, this hero feels at home in even the most remote regions of the realms. ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
KNOWLEDGEABLE GUIDE: This warrior is well versed in leading troops through treacherous terrain. Effect: For the rest of the turn, add 2" to each target’s MOVE characteristic while they are wholly outside friendly territory.
EXPERT OF ALL TERRAIN: Neither steep mountain nor dense forest can stop the advance of this doughty scout.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
NAVIGATOR EXTRAORDINAIRE: Having memorised trails, paths and shortcuts galore, this warrior is practically a walking map. Effect: Each target can use the ‘Normal Move’ ability as if it were your movement phase.
TRAVERSAL GEAR: This veteran scout has assembled a versatile toolkit that allows them to cross any sort of terrain with ease. LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
NATURE’S ALLY: On their travels, this scout has made pacts with – or simply dominated – many spirits of the deep wilds, whom they can call upon at sacred sites to aid their fellows. Effect: For the rest of the battle, friendly units have WARD (5+) while they are wholly within 12" of the target.
MASTER OF HIDDEN PATHS: There is no path unknown to this master scout – a fact their enemies often have cause to rue. Effect: Remove the targets from the battlefield and set them up again with each model contesting the same objective or terrain feature and not in combat. The targets cannot use CHARGE abilities for the rest of the turn. | ||||||||||||||||||||||||||||||||||
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Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
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| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Passive |
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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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
| Q: | When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? |
| A: | No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to. |
| Q: | When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with? |
| A: | Yes. |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
| 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. | ||
| 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. | ||
| Q: | If an ability allows a unit to gain an enhancement during a battle (for example, the Kharadron Overlords ‘Special Procurement’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement? |
| A: | No. Enhancements added to your army during a battle do not cost any points. |
| 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. | ||
| Q: | If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
| Q: | Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability? |
| A: | No. |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
| Q: | Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like the Tzeentch effect of the ‘Marks of Chaos’ ability? |
| A: | No. |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The non-SKRYRE MOULDER keyword is used in the following Skaven warscrolls:
The MOULDER keyword is used in the following Skaven warscrolls:
| Q: | In ‘Pick a friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON INFANTRY or CAVALRY unit that has been destroyed to be the target’ (and similar wordings with multiple keywords), does ‘CAVALRY unit’ mean just that (i.e. with no other keywords) or does it mean ‘ friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON CAVALRY UNIT’? |
| A: | It means ‘friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON CAVALRY unit’. |
| Q: | Where an ability references multiple keywords but has ‘non-’ at the start of the sequence of keywords(for example, the Skaven Brood Terror’s Lend a Claw ability which targets ‘non-SKRYRE MOULDER’ units’), does this mean the target must not have any of the keywords listed (in this example, the target couldn’t have SKRYRE or MOULDER keywords), or does it mean the target cannot have the first keyword but must have the second (in this example, it cannot have SKRYRE but must have MOULDER)? |
| A: | The ‘non-’ only relates to the keyword it is directly attached to. Therefore, in the example given, the target cannot have the SKRYRE keyword but must have the MOULDER keyword. If the intent were to exclude both keywords, then it would be expressed as ‘non-SKRYRE non-MOULDER'. |
| Q: | If a HERO is able to join another HERO’s regiment (e.g. The Shadow Queen joining Morathi-Khaine or an Assassin joining a Dreadlord on Black Dragon), do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
| Q: | Can I add units from other factions to my HEROES’ regiments? |
| A: | No. The only way to add units from other factions to your army is by taking an eligible Regiment of Renown. |
| Q: | If a HERO’S regiment options contain multiple excluded keywords (e.g. non-BEAST non-MONSTER), can it include units in its regiment that have only one of those keywords? |
| A: | No, it cannot include units with any of those keywords. |
| Q: | Can my army include a WARMASTER (e.g. Sigvald, Prince of Slaanesh) in another hero’s regiment? |
| A: | Yes, but only if your army includes another WARMASTER unit, since your general must lead a regiment, and you must pick a WARMASTER as your general if there are any WARMASTER units in your army. |
Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
Any Hero Phase | 1 |
| 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. | ||
| Q: | If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement? |
| A: | No. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions? |
| A: | No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit? |
| A: | No. A replacement unit is treated as a new unit with a new unit size. |
The WARRIOR CHAMBER keyword is used in the following Stormcast Eternals warscrolls:
The BLOODBOUND keyword is used in the following Blades of Khorne warscrolls:
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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Deployment Phase |
| KEYWORDS | DEPLOY |
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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. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
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| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
Once Per Turn (Army), End of Any Turn |
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Turn (Army), Any Movement Phase |
| Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
Enemy Movement Phase | 1 |
| KEYWORDS | MOVE, RUN |
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
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Enemy Shooting Phase | 1 |
| KEYWORDS | SHOOT, ATTACK |
Reaction: You declared an ATTACK ability | 1 |

Ability icons give you an idea what kind of effect the ability has at a glance. Movement Ability Offensive Ability Defensive Ability Shooting Ability Rallying Ability Special Ability Control Ability | ||
| Q: | Some abilities (e.g. ‘All-out Attack’) have a red timing bar. Can these abilities only be used in the combat phase? |
| A: | No. The words in the timing bar or, in the case of reactions and passive abilities, the specific wording of the ability will let you know exactly when you can use it; the colour is just there as a play aid. If a phase is not specified, the colour indicates the most common phase it is used in or, if it is used in multiple phases equally, the timing bar is black. |
| Q: | Some abilities have a green timing bar. What does this mean? |
| A: | The green timing bar is used to indicate defensive abilities, many of which can be used in multiple phases. |
| Q: | Are non-passive abilities such as ‘Burning Wyrdflame’ optional to use? |
| A: | Yes. You must apply the effects of passive abilities and abilities that state that they must be used if it is possible to do so, but all other abilities are optional to use. |
| Q: | Are Reaction abilities subject to the Rules of One? For example, if a unit has a Reaction ability on their warscroll, could they only use it once per phase? |
| A: | Yes. |
Your Hero Phase |
| KEYWORDS | BANISH |
Enemy Hero Phase | 1 |
Your Hero Phase |
| KEYWORDS | BANISH |
Once Per Turn (Army), Reaction: You declared a CHARGE ability | 0 |
| KEYWORDS | BLOOD TITHE |
Once per Turn, Start of Any Turn | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Combat Phase | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Hero Phase | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 3 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
| 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. | ||
| Q: | Are faction terrain features still subject to the restrictions in Core Rules, 5.3 The Rules of One? |
| A: | Yes. |
| Q: | If an ability requires you to set up a unit more than 9" from all enemy units, could you set up a unit within 9" of a faction terrain feature? |
| A: | Yes. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would not be able to set up a unit within 9" of a faction terrain feature that has a unit on it. |
| Q: | Are faction terrain features affected by friendly abilities (e.g. those that give units the WARD keyword)? |
| A: | No. |
| Q: | Can faction terrain features use command abilities? |
| A: |
| Q: | If a faction terrain feature is closer to a friendly unit using the ‘Covering Fire’ command than any other units, do I have to target that faction terrain feature? Can I choose to? |
| A: | No to both. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would have to target that terrain feature if it was closest. |
| Q: | If an ability or battle tactic requires a unit to be destroyed (e.g. ‘The Blood Tithe’), does destroying a faction terrain feature count? |
| A: | No. |
| Q: | Can a unit placed on a faction terrain feature be picked as the target of enemy abilities (as opposed to the target of attacks)? For example, if I were to pick a Shrine Luminor as the target of the Realmshaper Engine’s ‘Power Unleashed’ ability, could I pick the hero placed on the Shrine Luminor as a target of that ability? |
| A: | Yes. |
| Q: | Do I need to use a RETREAT ability to move away from a faction terrain feature that has a Move characteristic of 0"? |
| A: | No, you can use any MOVE ability. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would have to use a RETREAT ability to move away from a terrain feature that has a unit on it. |
Deployment Phase |
| KEYWORDS | DEPLOY |
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| Q: | Do models removed as a result of a unit being out of coherency count as having been slain? |
| A: | Yes. |
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
Your Hero Phase |
| KEYWORDS | BANISH |
Once Per Turn (Army), Start of Enemy Turn |
Passive |
| Q: | If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify? |
| A: | If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both. |
Passive |
Passive |
Passive |
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