Copy of - Shattered Empires

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The Mortal Realms have seldom known peace since the Age of Myth ended. The ravages of the Age of Chaos have yet to be overturned, the land has yet to heal and civilisation still hangs precariously in the balance. Despite all its might and determination, the Pantheon of Order struggles to ensure the survival of their people and its alliance grows ever more fragile.


In the Age of Sigmar, few things are certain, if only that this is an era of unending war. To those blessed with holy purpose or driven by dark ambitions however, adversity and hostility are the twin mothers of opportunity.


Few places embody this tenet than Ghur. In the Realm of Beasts, only the strongest survive and the weak are reaped into a bloody harvest by savage foes. In this land where the very landscape can swallow the meek or the elements scatter all traces of civilisations to the four winds, warlords and conquerers rise to the challenge of carving out empires of their own. In the face of impossible odds warlords have gathered their armies and now march to the sound of battle cries and wardrums. Be it in the name of Order's virtues, the predations of Chaos, the wanton rampaging of Destruction or the cold megalomania of Death, they will claim what they see as rightfully theirs.


But sheer ambition is not their sole motivation. There are hidden places of power in the Gnawlands, carved into the face of howling cliffs or buried in the deep of the hungry earth. Legends dating back to the Age of Myth speak of a Grand Stormvault concealed in this most hostile of places. A magical fortress, or perhaps prison, containing something of immense value and even greater power.


To those ambitious souls who feel that the hour of their legend is nigh, the treasures of such a trove would make a fitting crown jewel. Now is the time to ascend and step into glory admist shattered empires.

TABLE OF CONTENTS

HOW TO USE THIS BOOK

For mimlenia armies for control of the region known as the Gnawlands, seeking to secure its treasures or forge dominions to their name. Can you defeat all challengers and claim dominion over this stomping ground of unending war and forge an empire that will stand the test of time?

The War of Amber has begun. The armies of Chaos, emboldened by the will of the Everchosen and the whispers of thee cruel laughter of their laughing gods, have been let loose. There is great power to be won in the Gnawlands, be it through the subjugation of all who oppose them or the unearthing of the rumored Grand Stormvault hidden somewhere in the region. Whoever can find this fable trove will surely be gifted with the power to utterly destroy their foes, yet claiming dominion in this savage land will be no simple task.

SHATTERED EMPIRES CAMPAIGN

This campaign book is designed to allow you to forge your own grand tales of conquest in the Age of Sigmar. The rules presented in these pages allow two to eight players to wage a brutal campaign for control of one of the most fiercely contested regions of the Mortal Realms. Using the map of the dangerous Gnawlands provided with this supplement, you will track you and the other players's progress, from budding warlord to uncontested conqueror. You will bring great heroes into the fray, amass mighty armies and send them into battle against your friends, fighting for the right to claim mastery of these savage lands. Legions of warriors, bold champions and primal monsters will class in epic battles where only the bravest and most cunning will emerge triumphant.


Within these pages you will find a history of the Gnawlands and the secrets they contain. This corner of the Realm of Beasts is a wild, deadly place, riven by earthquakes, razor-toothed predators and city-destroying thunderstorms.

BATTLEPLANS & TIME OF WAR RULES

Along with the Shattered Empires campaign rules you will find four Surprise Attack battleplans, which introduce a special pre-battle step where players bid victory points to secure a distinct tactical advantage. Bid too high and lose however, and your opponent will reap ever great rewards. Lay siege to their strongholds and starve their armies, batter their defenses or tunnel under their walls. Discover artifacts of awesome power and use them to bolster your forces. You will also find Time of War rules for the violent territories of the Gnawlands, which can be used as inspiration for the setting of any game of Warhammer Age of Sigmar.

FORGE YOUR LEGACY

Even the mightiest army cannot achieve victory in isolation. To creation a lasting legacy you will need to support your soldiers by creating an infrastructure to power your war machine. Inside this kit you will find everything you need to develop your nascent empire. Domain cards represent buildings and fortifications, from barracks in which to house your retainers to foundries where you will forge weapons on unthinkable power. Each region conquered will increase your might, and new recruits will join your ranks. Yet you must always look to your borders --- your rivals will have their own plans for conquest, and may strike against you at any time.


There is even the option to play a Legacy campaign, building upon your progress and retaining your hard-fought territory. Can a previous victor be dethroned, their armies scattered in the Gnawlands, or will they expand their mighty empire until their gaze stretches outwards onto the rest of the Realm? Gather your warriors, raise your banners and march to war!

THE UNTAMED WILDS

The Realmgate Wars have ended with Aqshy battered and broken. The Soul Wars have led to the devastation of large swathes of Shyish and Hysh. The machinations of Be'Lakor have brought ruin to Chamon. Now the powers that be turn their eyes to the savage domain of Ghur, bringing only the promise of war.

While the carnage and conquest of the Age of Chaos has ended, the Age of Sigmar has offered little betterment to the primal swathes of Ghur. While hope has returned to the Mortal Realms, the depredations of eons of war have left their mark on the fanged ridges and hunting grounds of the Realm of Beasts. Civilisation, as ever in these uncertain times, teeters on the brink. For the balance that the forces of Order struggle to maintain is a precarious one. The forces of Chaos are far from defeated, the Everchosen, greatest champioon of the Chaos Gods, hungers for conquest still. The creeping chill of Death, though disorganised by the shackling of Nagash the Great Necromancer, remains a looming threat, its hosts divided yet mighty. The never ending rampage of Destruction cannot be quelled in a Realm of quintessence bestiality, and the stalwart warriors of Order, their alliances strained, are still eager to bring their idea of peace to these fractious times.


The defining features of Ghur have so far made it a refuge from the wars of the great powers. The Realm of Beasts is a fractured land, its hungering chasms, roaming mountains and sentient weather have shielded it from the conflicts born of established societies. In the Amber Realm, survival is a tenuous proposition, and the Grand Alliances have yet to make their mark here save for the brutish forces of Destruction. With the armies of the great powers otherwise occupied, Ghur grew to become isolated from the rest of the Realms, its people hardened survivors and its settlements scattered and few.


The

THE GNAWLANDS

The shadow of war stretches far across the Gnawlands. This untamed region of the Realm of Beasts has defeated all attempts at conquest since the Age of Myth, and its hidden treasures still draw the eyes of warlords and champions from across the Mortal Realms.

The Gnawlands are a primordial place fashioned from the clashes of preying continents, the remains of long dead leviathans and tempered in the furnace of bestial savagery. Buried beneath its bone-strewn deserts or concealed in the lairs of ancient Godbeasts are remains of empires from bygone ages and long forgotten vaults of power.


For thousands of years, the Silent People, a mysterious migratory race, lived in a symbiotic relationship within the wilds of Ghur. these reclusive nomads have accomplished great feats of mysticism which to this day remain at the heart of many legends. Immersed in their connection with the Realm of Beasts, the Silent People's shamans and seers erected my primordial wonders which, while damaged, still stand to this day as a testament of their makers's mastery of the lands' savagery. These monuments of Ghurish Realmstone, bone and rock seem to alternatively becalm the Realm's primal impulses or stoke it to new heights of predatory fury. Scholars well versed in Ghurish history even suppose these Megaliths could be used to tame the Great Worms which roam the region, titanic beasts which burrow through the earth, carving immense tunnels and capable of swallowing entire armies. Others posit that they may allow those who unlock the Megaliths's secrets to control the tempestuous weather of the Gnawlands.

To control these wondrous monuments, it is said the Silent People made use of great staffs carved from Amberbone and the remains of Godbeasts. But the Silent People have long disappeared, and their artefacts with them. None know what became of them. Perhaps Ghur could be tamed no more and swallowed their great civilisation. Perhaps they became nomads and migrated out of the Gnawlands, in search of new lands to master, or fleeing some ancient enemy. Ancient rumors even speak of the dreaded mountain of Beastgrave beckoning them into its maw, but whatever the truth may be, none can be sure to know it.


The primal creations of the Silent People are not the only things drawing attention to the Gnawlands. Following devastations of the Necroquake, many of Sigmar's hidden repositories of power have been revealed and a trail of

Their seers and shamans erected many primordial wonders which still stand to this day, a testament of their unique bond with the hungering lands. These enduring monoliths seem to becalm the primal urges of the Gnawlands. In their vicinity, no longer does the land seek to swallow trespassers nor do unnatural winds seek to tear them to shreds. T It is said that they were not always travelers of the wild, that their homeland was devastated by some forgotten scourge, driving them out in search of a renewed communion with the Realm of Beasts. Some scholars theorise that it was Gorkamorka and his brutal Orruks who led to their downfall, others that they sought to tame a Godbeast which turned against them. Some others still whisper of the dreaded Beastgrave's whispers drawing them into its maw. None can say for certain, and all that is sure is that

CAMPAIGN RULES INTRODUCTION

Taking you beyond one-off battles, campaigns are a subset of narrative play that add a new dimension to your gaming. Essentially, they tell a story that unfolds with each new engagement, where the result of each battle will be affected by the one before and influence the one after.

Individual battles are great, but why stop there when you can go on to conquer continents, or even entire realms? If battles are exciting short stories, then campaigns are epic novels, packed with dramatic plot twists and cliffhanging chapters.


One of the best aspects of campaign gaming is the dynamics that develop between the players involved. As you play and progress through the campaign, you will get to know and anticipate the strengths, weaknesses and strategies of your fellow players. Friendly rivalries abound, and are all part of the fun!

In essence, a campaign is simply a series of battles that are linked together. In a Shattered Empires campaign, a map, cards and markers are used to track each player's progress over the course of several games, and show how well they have done in the battle that they have fought.


The heart of a Shattered Empires campaign is the map, which is divided into twenty three different regions. Each region has its own Time of War rules that affect the battles fought in it, while winning a battle in a region allows a player to capture it, increasing their chance of winning the campaign.


In addition to the map, each player is given a set of Domain cards. These represent the resources a player can call upon from their homeland. They are used to determine the size of a player's army when it fights a battle, and can confer special abilities to the army. As the campaign progresses, each player will get the chance to add extra Domain cards to their deck, making their army more powerful and flexible.

During the campaign, the players will earn glory points for fighting battles and capturing regions. At the end of the campaign, the player with the most glory points is the winner.

ORGANISING A CAMPAIGN

On the following pages you will find everything you need to know in order to run a Shattered Empires campaign using the maps, cards and markers included in this kit.


The first thing you must do to organise a campaign is to find some other players to take part in. A Shattered Empires campaign can be fought with any number of players, as long as you have at least one copy of the game for every four players that are taking part in it.


When the campaign is first set up, you will need to decide how long you want the campaign to last. We recommend playing for six to eight weeks, but your campaign can be longer or shorter if you prefer. In general it is better to choose to fight a short campaign --- after all, there is nothing stopping you from starting a new campaign immediately after the first has been completed!


The players taking part in the campaign will need to be able to meet up and play games fairly regularly. We've found that playing about a game a week works well. If you play your games more or less frequently, just increase or decreae the length of the campaign. For example, if most players can only play once a fortnight, just run the campaign for twelve weeks rather than six.


You will also need a place to keep the campaign map, and any markers and cards that the players are not currently using. Ideally, all the players should have free access to the maps, cards and markers at all times, but a more realistic option is to arrange a regular time and place where everyone can get together and share the campaign resources. The campaign rules have been designed so that either of these methods will work equally well.


Once you have gathered the players and arranged where you will keep the campaign map, you are ready to start. The following pages explain how to begin the campaign, and the rules that apply to any battles that you fight which are part of it. Once the campaign is underway, the players are free to organise and fight battles as and when they wish. You will find that fighting as many battles as possible will undoubtedly increase your chance of winning the campaign, but this is by no means vital, and a cunning general will be able to find many ways to earn extra glory points during the campaign.

Once the deadline for the campaign is reached, the players should gather one final time to determine who has won, praising the victor to the heavens and swapping stories about the battles that were fought and the mighty deeds that were carried out.

ROLL-OFFS

The campaign rules sometimes refer to something called a 'roll-off'. To carry out a roll-off, each player rolls a dice, making the roll again in the case of a tie. Whoever rolls highest is the winner of the roll-off.


If several players are taking part in a roll-off, they all roll a dice. In the case of a tie for the highest roll, all of the tied players roll again until there is only one player with the highest (winning) roll.

CAMPAIGN SET-UP

In order to set up a campaign you will first need to gather the players. Unfold the campaign map, and place it where all of the players can see it. Each player must now declare which of the four Grand Alliances they belong to: Order, Chaos, Destruction or Death.


Place one Realmgate marker in the XXXXX region on the campaign map (the other is a spare) and attach one of the large circular Grand Alliance markers in the four corners of the map. The players must roll off for each corner, and the players that wins the roll-off can choose which marker to add to that corner of the map.


Next, each player is allowed to place an Altar in any region on the campaign map. To do so, each player secretly writes down the name of the region where they would like their Altar marker to go, and what type of Altar they would like to build. Once all of the players have made their choices, they are revealed. If more than one player has picked the same region, then the region is said to be contested and none of the players get to build an Altar in it!


Once you have set up a campaign map, each player receives a Domain envelope. They will use these envelopes to store their Domain cards as described below. Each player must write their name on the front of the envelope, the Grand Alliance they are part of, the allegiance of their army and the name of their army general. They will need to keep the envelope safe, and bring it along whenever they wish to fight a campaign game.


In addition to their Domain envelope, each player needs a set of Control and Garrison markers, as well as an Army marker is used to show the location of the player's army on the campaign map. Control markers show the regions the player controls on the map, and the Garrison markers can be placed in a region a player controls to increase the size of their army when they fight a battle here.


The markers used in Shattered Empires are reusable stickers, so they can be stuck to the map and peeled off as needed. Each player must write their name (or the name of their army's general) on their Control marker and Army marker.


Finally, take all of the Secret Objective cards, shuffle them, and deal three to each player. Each player picks one secret objective to keep, and returns the other two to the deck. The players hide these objectives in their Domain envelope, and should keep it secret until they achieve it (they will score a lot of glory points when they do!). You are now ready to assemble your army!

GATHERING FORCES

In order to stake their claim to legend, a general must first assemble an army. Be it composed of endless tides of savage berserkers or a few elite armoured warriors, hulking monsters or engines of war, it is only with the assembled might of their legions that any ambitious warlord can hope to conquer the lands.

This section will walk you through the process of creating your army and the general that will lead it. Once you have finished this process, you will be ready to march your troops into the Gnawlands and claim what is yours by right of conquest.

SELECTING A FACTION

The Grand Alliance you have pledged yourself to is home to an incredible diversity of cultures and people, a lot of which are represented in the factions that are part of the Grand Alliance. In order to wage war in the Gnawlands, you must select one of the factions that are part of this Grand Alliance to be the core of your army, and only miniatures belonging to this Grand Alliance can be part of your army. For example, if you pledge yourself to the Destruction Grand Alliance, your army must be comprised only of miniatures from that Grand Alliance and can only take allies from the Destruction Grand Alliance.

CREATING YOUR WARLORD

Building and ruling an empire is a feat no mere mortal can ever hope to achieve, and if your general is to succeed, they must be ready to face the crucible of war time and time again.


The warrior you will elect to be your warlord must be a part of your Grand Alliance and have the HERO keyword. They can be a unique HERO if you choose for them to be so, but keep in mind that it will lock them out of a number of customisation options that will become available to you during the campaign, notably Awakened Artifacts (p...).

RISING FROM THE ANVIL

So varied are those warlords seeking to seize their destiny in the Gnawlands that any attempt at defining them all would take a scholar's lifetime. Found in the General's Handbook 2020, the Anvil of Apotheosis rules allow a player to create and customize their own hero. In Shattered Empires this allows a player to generate their own warlord or follower within the parameters detailed below. These rules are optional, the players can decide among themselves if they should integrate these rules into the campaign or not. An army taking part in the campaign can contain a maximum of one HERO using these rules, though it may not necessarily be your warlord.


HAMMER AND ANVIL: The normal Anvil of Apotheosis options may be replaced by those from the Anvil of Death found in White Dwarf 461 and 464 and the Anvil of Chaos in White Dwarf 463. Options cannot be mixed between the rules found in White Dwarf and the General's Handbook 2020 and the White Dwarf options follow all of the same rules detailed below.


ADDITIONAL RULES: The following rules apply when using Anvil rules in Shattered Empires.

  • A HERO created with Anvil rules is not considered unique and can benefit from Command Traits, Artifacts and Awakened Artifacts like any other non-unique HERO.
  • A model's point cost is equal to ten times its worth in Destiny points, prior to any upgrades. If a HERO created with the Anvil rules has a Destiny points cost of 27, it is considered to have a value of 270 points during army building. If the HERO receives more Destiny points as part of the Spoils of War step (p...), its points value is considered to not have increased for army building purposes.
  • Characteristic Enhancements can only be taken twice per hero, unless they apply to a weapon, in which case they may be taken twice per weapon. Characteristics Enhancements cannot apply to any Awakened Artifacts.
  • A HERO created with anvil rules and with a 3+ or better save characteristic cannot be Ethereal.
  • Taking two of the same one-handed weapon costs 1 additional Destiny points and grants a single weapon profile with double the attacks characteristic (instead of two separate but identical profiles).
VETERANS OF THE EIGHTPOINTS

Perhaps they were agents of the warlord all along, perhaps they simply were drawn to their cause by the promise of glory, or maybe they have been hired as experienced mercenaries for a rich sum of gold. Regardless, a warband that has braved the Bloodwind Spoil and the city of Soroth Kor is tempered by experience and likely has potent artifacts at its disposal. These rules are optional, the players can decide among themselves if they should integrate these rules into the campaign or not.


When adding a unit to your army, it may be designated as Veterans of the Eightpoints. The unit added must match that of a leader for a Warcry campaign you have completed. For example, a Stormcast force led by a Hunter-Prime in Warcry would be a unit of Vanguard Hunters. In Warcry the unit likely contained other types of model; these are assumed to be playing a supporting role outside the battlefield acting as scouts, saboteurs, supply runners, advisers, etc. The leader of a Veterans of the Eightpoints unit is treated as if it had the HERO keyword for the purpose of using command abilities.

This unit must adhere to the following characteristics:

  • Its of minimum size for that unit and its size cannot be increased.
  • It gains one of the two possible veteran Rewards from the Rewards table found later in this book (p...).
  • It receives a number of bonuses listed in the Benefits table below based on the command trait(s) and artifact(s) from its completed Warcry campaigns (lesser artifacts are not powerful enough to offer any notable benefits). Multiple instances of the same benefit are added together to determine the strength of the effect.

CULTS OF THE EIGHTPOINTS: While beings of all manner and means have cause to travel to the Eightpoints it is the Chaos Cultists of the Realms that truly flock to it, a circumstance that produces grizzled veterans almost as readily as it produces casualties. If a Veterans of the Eightpoints unit has the CULTIST keyword it ignores the restriction on unit size as more and more fanatics flock to their banner.

Benefits
Benefit of Trait or Artifact in Warcry Bonus Granted to Unit in Shattered Empires
+ X to attacks made with weapons of range 3 or less FEROCIOUS: You may re-roll up to X hit rolls for this unit's attacks in the combat phase.
+ X to the strength of attacks made with weapons of range 3 or less MERCILESS: You may re-roll up to X wound rolls for this unit's attacks in the combat phase.
+ X to the damage of hits made with weapons of range 3 or less LETHAL: The first X successful wound rolls (after modifiers) made by this unit in the combat phase improve their rend characteristic by 1.
+ X to the damage of critical hits made with weapons of range 3 or less PIERCING: Unmodified wound rolls of 6 for attacks made by this unit in the combat phase improve the rend characteristic of that attack by X.
+ X” to movement MOBILE: +X” to run and charge rolls.
+ X to toughness / Ignore the first X damage from hits and critical hits RESILIENT: Roll a dice when this unit suffers a wound and add X. On a 7+ that wound is negated. This ability does not affect mortal wounds.
Start the game with X additional wild dice CUNNING LEADER: Roll a dice when the unit leader uses a command ability and add X, on a 7+ any command points spent on that command ability are refunded.
Add X to the value of abilities ADAPTABLE: This unit receives X Adaptive Points each game. An Adaptive Point may be spent to re-roll a run, charge, save, or battleshock roll made for this unit.

OTHER BONUSES: For each artifact or trait in the warband’s possession which provides a benefit not covered above, add 1 to the value of Adaptable.

THE SPOILS OF WAR

With the battle resolved, both players receive spoils of war. Although the victor will receive the greater share, both players are rewarded for taking part. After all, armies are forged upon the field of battle and much can be learnt from tasting the bitter wine of defeat.

Both players taking part in a battle will receive the following spoils of war after the battle. The player's Army markers are then removed from the campaign map, and the Realmgate is moved (see Moving the Realmgate below).


In order to distribute the spoils of war, you will need to have access to the campaign map and the cards from the game that are not part of any other player's deck. If this is impossible, then the players cannot distribute the spoils of war until they have access to the map and the cards. If several pairs of players want to distribute spoils of war at the same time, do so in the order in which the battles were finished.


Victor's Spoils: The winner (if there is one) scores 1 glory point and can place a Control marker in the region where the battle took place. If the region was controlled by another player, that player's Control marker (and Garrison marker if present) is replaced with the victor's Control marker.


Shared Spoils: Both players receive D6 build points (each player rolls separately). The winner of the battle can re-roll their dice if they wish. Build points can be spent immediately or save for use after a future battle.


Bonus Spoils: The players may receive extra glory points and build points depending on the Domain cards they used for the battle. In addition, players may be able to score extra glory points by revealing that their secret objective has been achieved (see Secret Objectives on PAGE XXXX).

SPENDING BUILD POINTS

Build points can be spent in all manner of ways to consolidate your influence on the Gnawlands or to upgrade your troops so that they may live on to further crush their enemies. Here are the following options regarding the spending of Build points:

  • Build Garrison: It costs 1 build point to build a garrison marker. The garrison can be placed in any region that the player controls, including one that they have just captured by winning a battle.
  • Buy Domain Cards: A player can use build points to buy new Domain cards for their Domain card deck. All domain cards are individually numbered, and a player's deck is not allowed to include any duplicate cards. The cost to build a Domain card is shown on the card itself, just underneath the card's title. If the card replaces a card in a player's deck, then the card that is replaced must be discarded. If the card does not replace another card, simply add it to the deck.
  • Claiming Destiny Points: You can spend 1 build point to gain 1D3 Destiny points to add to the characteristics of any HERO you have created following the rules contained in the Rising From the Anvil section (p...). This does not increase the points cost of the HERO. Up to 3 unspent Destiny points may be saved and spent later, at any time during the Spending Build Points Step. A HERO with 4 or more unspent Destiny points must immediately spend such that they are reduced to 3 or less unspent Destiny points. Once spent, the allocation of Destiny points cannot be changed.
  • Train Troops: You may spend 1 build point to select one unit from your force, and grant it a reward according to its characteristics and keywords. You can consult all possible rewards on the Rewards table on page ... If a HERO receives a reward, increase its wounds characteristic by 1 in addition to any other benefits, to a maximum of 7.
  • Explore Territory: Up to 1 build points can be spent to scout one of the territories you control. When you do so, roll on the Territory Exploration table on page...
KEEPING TRACK OF RESOURCES

Players keep track of the build points and glory points they have using the Build Point and Glory point boxes on their campaign sheets.


SAVING BUILD POINTS: While it is impossible to win a war without resources, hoarding them can be unproductive for an army on the march. As such, you can never have more than 3 Build points at the end of a Spoils of War Step.

MOVING THE REALMGATE

The Realmgate is moved randomly around the map after each battle. To determine the region it is moved to, roll two dice, counting one as tens and the other as units, and look up the result on the table below. For example, if you rolled a 3 on the the tens dice and a 6 one the units dice, then the Realmgate would move to the XXXXXX.


The Realmgate cannot be moved if it is in a region where a battle is taking place. You will know a battle is taking place if there are any Army markers in the region with the Realmgate marker. In this case, the Realmgate remains in place (even if the player controls the XXXX), and no roll is made.

STORMVAULTS APPEAR EVERY X CAMPAIGN TURN

REWARDS

Below you can find all suitable means to upgrade your troops into hardbitten warriors, plying themselves to their battlefield role more adequately.

Heroic Rewards: If a HERO receives a reward increase its wounds characteristic by 1 in addition to any other benefits, to a maximum of 7.


Artifact Rewards: As a reward, a HERO without an artifact of power may roll for such on an appropriate table for your army's allegiance or realm of origin. This will also trigger the benefit from Heroic Rewards (above).

LIGHT TROOP

(Wounds characteristic of 3 or less and Save characteristic of 5+ or worse.)

D6 Bonus Characteristics
1 VETERANS Re-roll hit rolls of 1 for this unit. / Re-roll save rolls of 1 for this unit.
2 FLEET Add 2”to this unit’s Move characteristic.
3 FORMATION DISCIPLINE +1 to save rolls while this unit has 5 or more models. / +1 to hit rolls made with melee weapons while thisunit has 5 or more models.
4 SKIRMISHERS This unit may shoot or charge even if it ran or retreated in the same turn (but not both.)
5 Keyword reward (see below).
6 Allegiance reward (see below).

Split Rewards: Some bonuses allow units to gain characteristics separated by a '/' symbol. If so, pick only one of the proposed benefits for the unit.

HEAVY TROOPS

(Wounds characteristic of 4 or more.)

D6 Bonus Characteristics
1 VETERANS Re-roll hit rolls of 1 for this unit. / Re-roll save rolls of 1 for this unit.
2 DEADLY ONSLAUGHT Improve the rend characteristic by 1 for attacks with melee weapons made by this unit. / Add 1 to wound rolls and improve the rend characteristic by 1 for attacks with melee weapons made by this unit if it made a successful charge this turn.
3 WARBAND'S ELITE Re-roll wound rolls of 1 when making attacks for this unit.
4 TOUGHNESS Improve the Wounds characteristic of this unit by 1. Improve it by 2 instead if this unit has a Wounds characteristic of 8 or more.
5 Keyword reward (see below).
6 Allegiance reward (see below).
CAVALRY

(Has a mount.)

D6 Bonus Characteristics
1 VETERANS Re-roll hit rolls of 1 for this unit. / Re-roll save rolls of 1 for this unit.
2 MOBILE Improve the rend characteristic by 1 for attacks with melee weapons made by this unit. / Add 1 to wound rolls and improve the rend characteristic by 1 for attacks with melee weapons made by this unit if it made a successful charge this turn.
3 HEAVY BARDING Add 1 to save rolls for this unit, but it cannot run.
4 POWERFUL MOUNTS Add 1 to hit rolls for attacks made by this unit’s mount(s). Add 1 to wound rolls as well if this unit is not a MONSTER.
5 Keyword reward (see below).
6 Allegiance reward (see below).
JUGGERNAUTS

(Save characteristic of 4+ or better.)

D6 Bonus Characteristics
1 VETERANS Re-roll hit rolls of 1 for this unit. / Re-roll save rolls of 1 for this unit.
2 DEADLY COUNTERSTRIKE Improve the rend characteristic by 1 for attacks with melee weapons made by this unit. / Add 1 to wound rolls and improve the rend characteristic by 1 for attacks with melee weapons made by this unit if the target made a successful charge this turn.
3 OBSTINATE SOULS Add 2 to the bravery characteristic of this unit. / You may roll a dice when this unit is affected by a spell or endless spell, on a 5+ the effect is negated.
4 HOLD GROUND Add 1 to hit rolls for attacks with melee weapons made by this unit if it did not make a normal move this turn.
5 Keyword reward (see below).
6 Allegiance reward (see below).
MARKSMEN

(Has a missile weapon.)

D6 Bonus Characteristics
1 VETERANS Re-roll hit rolls of 1 for this unit. / Re-roll save rolls of 1 for this unit.
2 MOBILE SHOOTING This unit may shoot even if it ran in the same turn. / When this unit makes attacks with missile weapons it counts as having remained stationary in the movement phase of the same turn for the purposes of abilities on its warscroll.
3 EAGLE EYES When this unit makes attacks with missile weapons the target does not receive any benefits from cover. / Add 3” to the range characteristic of missile weapons used by this unit.
4 POINT BLANK Add 1 to hit rolls for attacks made by this unit with missile weapons made if the target is within 3”.
5 Keyword reward (see below).
6 Allegiance reward (see below).
KEYWORD REWARDS
Keyword Bonus Characteristics
CHAOS DARK BLESSING Unmodified hit rolls of 6 for attacks made with melee weapons by this unit score an additional hit.
DEATH CALL OF THE GRAVE Subtract 2 from the bravery of enemy units within 3” of this unit.
DEATH ACOLYTE OF DEATH HERO only. This unit gains the WIZARD keyword and may attempt to cast one spell in your hero phase, it knows arcane bolt and mystic shield. If this unit is already a WIZARD, instead it knows an additional spell from a lore available to it (this has no effect if the army's sallegiance does not grant access to one or more spell lores) and adds 1 to casting rolls.
DESTRUCTION SAVAGE GLEE You may re-roll charge rolls for this unit. Add D3 to charge rolls if there are no enemy units within 9”.
ORDER BOLD MARCH You may re-roll run and battleshock rolls for this unit.
AELF HAUGHTY ARROGANCE Add 3 to the bravery characteristic of this unit. If this unit fails a battleshockcheck the bonus is lost for the rest of the game, but every unit in your army without the AELF keyword adds 1 to their bravery characteristic for the rest of the game.
DAEMON UNNATURAL WARDING Unmodified save rolls of 5 or 6 made for this unit are always successful (irrespective of the weapon’s rend characteristic).
DUARDIN STUBBORN TO THE END Ignore negative modifiers to this unit’s bravery characteristic, but it cannot retreat. Re-roll save rolls of 1 for this unit.
GARGANT BIG STOMPS Each time this unit makes a successful hit roll withits foot-related melee weapon (Jump Up and Down, Almighty Stomp, Mighty Kick) that attack inflictsd3 hits instead of 1. Additionally, add 1 to the hit roll for an attack with a foot weapon whichtargetsan enemy with a wounds characteristic of 7 or less.
GROT CUNNING SHANKERS Add 1 to hit rolls for attacks made with melee weapons by this unit if there is another friendly unit within 3” of the target. This bonus does not apply to weapons used by a mount.
HUMAN UNCANNY FORTUNE Unmodified hit rolls of 6 for attacks made by this unit automatically wound. This bonus does not apply to weapons used by a mount.
MORDANT SLAVISH DEVOTION Add 1 to the attacks characteristic of models in this unit while it is wholly within 12” of a friendly VAMPIRE.
MALIGNANT REALM-CURSED Add 1 to rolls made with a Deathless ability against mortal wounds.
MORTAL TO PLEASE THE GODS Re-roll hit and wound rolls of 1 for attacks made by this unit that target an enemy HERO or MONSTER. You may re-roll all hit and wound rolls if those attacks target the general of an enemy army. These bonuses do not apply to weapons used by a mount.
ORRUK STICK IN, DO SKRAPPIN' Add 1 to its bravery characteristic and you may re-roll battleshock checks for this unit while it is within 3” of an enemy unit.
SERAPHON SHIELD OF THE OLD WAYS Ignore a rend characteristic of -1 when making save rolls for this unit.
SKAVEN CLEVER-SNEAKY SURVIVORS Re-roll save rolls of 1 for this unit. If this unit fights but fails to inflict any wounds that are not negated, it may immediately retreat (but cannot run).
STORMCAST ETERNALS THUNDEROUS SMITE Unmodified wound rolls of 6 for attacks made by this unit inflict a number of mortal wounds equal to the damage characteristic of the weapon instead of its normal damage. This bonus does not apply to weapons used by a mount.
VAMPIRE SANGROMANCY If this unit is a WIZARD and has any wounds allocated to it at the end of your hero phase, it may attempt to cast an additional spell that phase. If this unit is not a WIZARD and has any wounds allocated to it at the end of your hero phase it may attempt to cast Arcane Bolt or Mystic Shield as if it were.
ALLEGIANCE REWARDS (part 1)
Allegiance Bonus Characteristics
BIG WAAAGH! WAAAGH! Receive D3 WAAAGH! points at the start of your hero phase if this unit is on the battlefield.
BEASTS OF CHAOS PRIMAL FURY BRAYHERD only. At the start of the combat phase, roll 2d6 for this unit if it is a Hero or within 3” of an enemy unit. Subtract 1 for every 10 models in this unit, and subtract 1 for every 3 Primordial Call points you currently have. If the result is equal to or lower than this unit’s bravery improve the attacks and rend characteristic of its melee weapons by 1 until the end of the phase. If this unit is a HERO you may also pick another friendly BRAYHERD unit within 6” to receive the benefit.
BEASTS OF CHAOS GORGEFEAST WARHERD only. Add 1 to the attacks characteristic for this unit’s melee weapons when it is healed by the Bloodgorge allegiance ability. This bonus is cumulative and lasts until this unit fails a battleshock check.
BEASTS OF CHAOS PRIMORDIAL BOND Add 1 to save, casting, and unbinding rolls for this unit if it is wholly within 9” of a friendly BEASTS OF CHAOS MONSTER.
BONESPLITTAZ TROPHY HUNTAZ When determining the effects of the Monster Hunters allegiance ability for this unit, replace all instances of “Monster” with “Hero or Monster”. If this unit is a HERO replace all instances of “Monster” with “unit” instead.
BONESPLITTAZ GUD SPELLZ WIZARD only. If the result of a casting roll made for this unit is not a double, you may change the result of the higher dice to match the lower (this will reduce the casting roll but also count as a double).
CITIES OF SIGMAR EXEMPLARY DISCIPLINE You may re-roll hit rolls for attacks made by this unit if it is a HERO or every model is in base contact with at least two others from this unit.
CITIES OF SIGMAR ARTIFICER CREW WAR MACHINE only. Increase this unit’s Wounds characteristic by 2. This unit always counts as being within 3” of an IRONWELD ARSENAL ENGINEER for the purposes of abilities on its warscroll.
DAUGHTERS OF KHAINE BLOODY MURDER When any enemy models are slain by melee attacks made by this unit it becomes Blood-Bathed for the rest of the game. Blood-Bathed units always treat the battle round as one higher for the purposes of the Blood Rites allegiance ability.
DAUGHTERS OF KHAINE CRIMSON PENANCE PRIEST only. You may may re-roll prayer rolls for this unit if it has any wounds allocated to it. If the roll for a prayer made by this unit is a 1 the mortal wound cannot be negated or healed but this model becomes Blood-Bathed for the rest of the game. Blood-Bathed units always treat the battle round as one higher for the purposes of the Blood Rites allegiance ability.
FLESH EATER COURTS MIGHT OF THE VALIANT You may re-roll wound rolls for this unit when it is attacking due to Feeding Frenzy.
FYRESLAYERS AWOKEN RUNES Roll a dice for this unit after you activate an ur-gold rune. On a 3+ this unit receives the benefit of the enhanced effect, even if the ur-gold rune only generated the standard effect. If this unit is a HERO that is not a MONSTER it always receives the enhanced effect (there is no need to roll)
FYRESLAYERS FYREBOMB AXES Add 2 to hit and wound rolls for attacks made by this unit with Fyresteel Throwing Axes. Improve the attacks and damage characteristics by 2 as well if this unit is a HERO.
GLOOMSPITE GITZ LOONSTRUCK This unit counts as being affected by the light of the Bad Moon wherever it is located, until it is removed when it reaches the opposite edge of the battlefield.
ALLEGIANCE REWARDS (part 2)
Allegiance Bonus Characteristics
GLOOMSPITE GITZ LOONLIGHT ADDICTION At the start of any phase, if this unit is affected by the light of the Bad Moon it becomes Intoxicated. At the end of any phase, if this unit is not affected by the light of the Bad Moon and is Intoxicated, it loses Intoxicated and suffers from a Violent Withdrawal. A unit will continue to undergo its Violent Withdrawal for the rest of the game unless it again becomes Intoxicated, in which case the Violent Withdrawal (temporarily) subsides. An Intoxicated unit adds 2 to its Bravery characteristic but subtracts 2” from its Move characteristic. A unit with a Violent Withdrawal cannot retreat but adds 2 to the attacks characteristic of its melee weapons, except those of a mount.
IRONJAWZ DA BIGGEST BASHAS Add 1 to hit and wound rolls for attacks with melee weapons made by this unit if the target has the highest (or is tied for the highest) Wounds characteristic of all enemy units on the battlefield. Does not affect attacks made by a mount.
KHARADRON OVERLORDS AETHERBURN SKYRFARER only. This unit receives 1 additional share of aether-gold. When this unit spends a share of aether-gold each other unit within 3” suffers 1 mortal wound.
KHARADRON OVERLORDS BOMBASTIC BOMBS SKYVESSEL only. You may re-roll the initial dice roll for this unit’s Bomb Racks ability.
KHORNE ENDLESS RAGE Unmodified hit rolls of 6 for attacks made with melee weapons by this unit generate an additional attack. These attacks CAN generate additional attacks.
LEGION OF AZGORH DAEMONSHARD ARMOR You may re-roll save rolls for this unit if it is a Heroor has suffered any wounds or mortal wounds that were not negated.
LEGION OF AZGORH DAEMONPACT CREW WAR MACHINE only. In your hero phase you may heal 1 wound from this unit, or D3 wounds if it is a WAR ENGINE. This unit always counts as being within 3” of a DAEMONSMITH for the purposes of abilities on its warscroll.
LEGION OF CHAOS ASCENDANT INFERNAL UNREALITY Add 1 to Infernal Realmwalkers rolls for this unit. If this unit is a HERO add 1 to Unyielding Legions rolls. Additionally, the first time you spend a reserve point (see the Summoning section of the Road to Renown rules) refund it if this unit is on the battlefield.
LEGIONS OF NAGASH & GRIEF DEATHLY INVIGORATION When this unit is picked to benefit from the Invigorating Aura ability of a Gravesite it becomes Invigorated until the end of the turn. You may re-roll run and charge rolls for Invigorated units. If this unit does not have the SUMMONABLE keyword then once per turn it may be picked to benefit from Invigorating Aura as if it did.
LETHISIAN ARMY RAVEN-BLESSED This unit gains the PRIEST keyword. If this unit is already a PRIEST then it knows an additional Prayer of Morrda instead. Additionally, this unit may re-roll prayer rolls (including any on its warscroll).
LUMINETH REALM-LORDS HYSHIAN OVERDRAW When this unit uses an Aetherquartz reserve it may double the numeric value of any bonus it receives (all instances of “1” become “2”) but suffer D3 mortal wounds. If it is wholly within 18” of any friendly CATHALLARS when it does so, you can pick one of them to suffer 1 mortal wound instead.
NIGHTHAUNT LURKING HAUNTERS Whenever this model is set up on the battlefield due to an allegiance or warscroll ability it may be set up more than 7” away from any enemy models (instead of 9”) and adds 1 to charge rolls for the rest of the turn.
NIGHTHAUNT SPECTRAL PHASING Add 1 to Deathless Spirits rolls if it is not the combat phase.
NURGLE VIRULENCE This unit is Contagious. At the start of their hero phase a player must roll a dice for each unit within 3” of any Contagious units they control. On a result of 4+ the unit being rolled for suffers 1 mortal wound. Additionally, on a result of 6 the unit being rolled for becomes Contagious. NURGLE units do not suffer mortal wounds but can become Contagious.
ALLEGIANCE REWARDS (part 3)
Allegiance Bonus Characteristics
OGOR MAWTRIBES FEASTING TO-GO If this unit destroys an enemy unit while it is within 3”, you may re-roll wound rolls for this unit for the rest of the game. However, this unit also loses the movement benefit from being Hungry for the rest of the game.
OGOR MAWTRIBES MAWBLESSED HERO only. You may re-roll casting and/or prayer rolls for this unit while it is Eating. If this unit is a GUTbUSTER and not a WIZARD then it gains the WIZARD keyword and may cast one spell in each of your hero phases, it knows one spell from the Lore of Gutmagic or Lore of the Sun-Eater. If this unit is a BEASTCLAW RAIDER and does not have the Priest keyword it gains the PRIEST keyword (it will learn one Everwinter Prayer as a result).
OSSIARCH BONEREAPERS RELENTLESS TACTICS Roll a dice when this unit uses a command ability and it is a HERO or every model is in base contact with at least two other models from the same unit, on a 4+ any relentless discipline points spent on that command ability are refunded.
SERAPHON SAVAGE WARMASTERS COALESCED only. This unit may still shoot and/or charge even if it ran in the same turn. Add 1 to the attacks characteristic of this unit’s jaws.
SERAPHON CELESTIAL WARMASTERS STARBORNE only. This unit is always considered to be in range of friendly command abilities. Roll a dice when this unit is affected by friendly command ability, on a 5+ any command points spent on that command ability are refunded.
SKAVENTIDE MANY PLAN-SCHEMES Roll a D6 when this unit receives the benefit of a friendly command ability; on a 5+ any CP spent are refunded.
SKAVENTIDE RECLAIM MEAT-FLESH CLANS MOULDER only. At the end of each phase this unit heals wounds equal to the number of FIGHTING BEAST models that were slain within 3” during that phase. Heal an additional d3 wounds if any of those models had been picked for the Prized Creations allegiance ability. If this unit is GIANT RATS it may return the indicated number of slain models to the unit instead (following normal rules for model placement).
SKAVENTIDE KILLING-STABBING KILLERS CLANS ESHIN only. If this unit is not a HERO it counts as such for the purposes of the Masters of Murder allegiance ability. If this unit is a HERO then one pick may be any enemy unit (instead of an enemy HERO).
SKAVENTIDE VIRULENT BLISTER-BOILS CLANS PESTILENS only. At the end of the combat phase, roll a dice for each enemy unit that inflicted any wounds or mortal wounds on this unit during that phase which were not negated. Add 2 if this unit was destroyed during the phase. On a 6+ the unit being rolled for becomes Contagious. At the start of their hero phase a player must roll a dice for each unit within 3” of any Contagious units they control. On a result of 4+ the unit being rolled for suffers 1 mortal wound. Additionally, on a result of 6 the unit being rolled for becomes Contagious. NURGLE units do not suffer mortal wounds but can become Contagious.
SKAVENTIDE WARP-SPARK FALLOUT CLANS SKRYRE only. At the end of your hero phase roll a dice for each unit within 6”, adding 1 if this unit was previously picked when using a Warpstone Spark and adding an additional 1 if this unit suffered mortal wounds as a result of a Warpstone Spark which were not negated. On a 4+ the unit being rolled for suffers a mortal wound. Skaventideunits are only affected on a 6+, while CLANS SKRYRE units are not affected at all.
SLAANESH PRIDEFUL VISAGE You may re-roll save and casting rolls for this unit if it is at starting strength with no wounds allocated. You may re-roll hit and wound rolls for attacks made by this unit if the target is at starting strength with no wounds allocated.
SLAVES TO DARKNESS AURA OF GLORY HERO only. Add 3” to the range of this unit’s Aura of Chaos ability and gain D3 command points at the start of the first battle round if this unit is on the battlefield.
SLAVES TO DARKNESS CHOSEN FOR GLORY Non-HERO only. This unit is considered to have both the HERO and EYE OF THE GODS keywords for the purposes of the Eye of the Gods allegiance ability. Treat results of “Dark Apotheosis” or “Daemonic Legions” as “Spawndom” instead. If a result of “Spawndom” is obtained choose one model in the unit to be the recipient.
ALLEGIANCE REWARDS (part 4)
Allegiance Bonus Characteristics
SLAVES TO DARKNESS THE PATH TO GLORY Warlord only. Choose this reward at your own risk, the gods are fickle... Immediately roll on the Eye of the Gods table for your champion, the result applies for the rest of the campaign (you cannot spend renown to change the result of this roll). If a “Daemonic Legions” result is obtained, add the indicated unit to your army for the next battle —it does not cost any Muster points to add it to your army, but has a point cost for the purpose of scoring. Change the number of Pink Horrors to 5 and reduce the point cost by half for scoring purposes .If a “Spawndom” result is obtained and your general is a DAEMON PRINCE, reduce its Wounds characteristic by 3. Otherwise your general is removed from your army. If there are now no HERO units in your army, immediately generate one and reduce your current Glory total by 3. Then choose one HERO to become the new warlord; it becomes the general and generates a command trait if it did not already have one. Add a unit of 1 Chaos Spawn to your army (with the appropriate Mark of Chaos, if applicable), any rewards the champion had are carried over to the spawn but any artifacts it carried are lost. If a “Dark Apotheosis” result is obtained and your Warlord is a Daemon Prince, increase its Wounds characteristic by 3. Otherwise your champion’s warscroll is replaced with the Daemon Prince warscroll. Follow the procedure detailed in the third and fourth paragraphs of Dark Apotheosis, then re-apply any rewards the Warlord had.
SONS OF BEHEMAT COLOSSALY CULTURED If this unit is from a Taker Tribe, any HERO, MONSTER, or WAR MACHINE that it slays will trigger the More Stuff for me Collection allegiance ability even if they do not carry an Artifact of Power. If a HERO is slain by this unit carries an Artifact of Power, More Stuff for me Collection will trigger twice. Additionally, re-roll hit rolls of 1 for melee attacks made by this unit against an enemy that is a HERO, MONSTER, or WAR MACHINE. If this unit is from a Stomper Tribe, use the total wounds characteristic of the target unit instead of the number of models when determining the effects of the Getting Stuck In allegiance ability for this unit. (The total wounds characteristic is the sum total of the wounds characteristic for each model in the unit; for example, a unit with five models and a wounds of 3 would have a total of 15, even if one of those models had damage allocated to them. If the unit were to be reduced to four models its total wounds would become 12.)If this unit is from a Breaker Tribe roll twice on the Fierce Loathing chart, this unit permanently gains the benefits of whichever results you roll. Roll again any result which matches a Loathing the army already holds (if the dice are a double roll one of them again).
SOULBLIGHT DRIVEN BY THIRST Add 1 to Deathless Thralls rolls made for this unit. Additionally, when this unit inflicts one or more wounds with melee weapons (except those used by a mount) that are not negated it becomes Invigorated for the rest of the game. You may re-roll run and charge rolls for Invigorated units.
STORMCAST ETERNALS SIGMARITE BASTION Roll a dice when a wound or mortal wound is allocated to a model in this unit that is in base contact with at least two other friendly STORMCAST ETERNAL models (they do not need to be from this unit). Add 1 when rolling for mortal wounds. On 6+ that wound or mortal wound is negated.
SYLVANETH WYLD ATTUNEMENT When setting up this unit on the battlefield due to the Forest Spirits or Navigate Realmroots allegiance abilities, it may be set up outside of 3” of any enemy units (instead of 9”) so long as it is placed wholly within an AWAKENED WYLDWOOD.
SYLVANETH WYLD AWAKENING If this unit is wholly within 6” of the terrain feature chosen by the Places of Power allegiance ability at the end of your hero phase, you may replace that terrain feature’s traits and/or warscroll with the AWAKENED WYLDWOOD warscroll for the rest of the game (the miniature remains the same). If you do so, that terrain feature cannot have its traits or warscroll subsequently modified* for the rest of the game. This does not remove the effect of Places of Power. *This will prevent effects such as the Smash Down ability of the Gatebreaker Mega-Gargant or the Volcano’s Call ability of the Auric Runemaster from altering the terrain piece, but will not prevent any other effects from such abilities (such as mortal wounds).
TZEENTCH MIRROR OF FATE Fate dice may be used to replace hit rolls made against this unit (this must be done before the roll is made as normal; announce your intent when this unit is selected as the target for one or more attacks).

EXPLORATION

Below you can find all suitable means to upgrade your troops into hardbitten warriors, plying themselves to their battlefield role more adequately.

EXPLORATION
D66 Discovery Benefit
11-14 NOTHING BUT DUST: Your warriors search the land tireless, but return to camp empty-handed You gain no benefits from this search.
15-16 SHARDWRACK SPINE BUSHELS: Impaling spears of vegetation tear at your warriors, but the hardy wood will make for adequate building material. One of your opponents (they roll off
21-22 BARBED FOREST: *Vicious thorns tear at your warriors, but the hardy wood will make for more than adequate construction material. You gain 1 Build point. When you start your next battle, your opponent chooses one of your non-HERO, non-WAR MACHINE units. It suffers D3 mortal wounds. These wounds cannot be prevented.
23-24 ROAMING PREDATORS: Be they stealthy or titanic, predators roam the Gnawlands and crossing their path can be a dangerous endeavour. Roll a D6. On a 1, when you start your next battle, your opponent chooses one of your non-HERO, non-WAR MACHINE units. It suffers D3 mortal wounds. These wounds cannot be prevented. On a 2-4 nothing happens. On a 5-6, you gain 1 Glory point.
25-26 YAWNING CHASM: Exploring this abyss could lead to either great perils or great rewards
31-32 FORSAKEN RUINS: It seems impossible to identify whoever inhabited these ruins prior to their doom as not a single trace of a living being remains amidst the broken stones.
33-34 FORGOTTEN TOMB: Some great hunter or primal oracle must be interred here. Now their trove will serve your purpose.
35-36 MIGRATORY PATH: Fresh tracks indicate that wild beasts roam this path still. Perhaps they can lead to something of value ? Roll twice on this table. Ignore any further MIGRATORY PATH results.
41-42 SENTIENT STORM: *These tempestuous storm clouds seem to hound your troops until they
43-44 GREATWORM TUNNEL: The Greatworms which chew through the Gnawlands sometimes leave gigantic underground caverns in their wake.*
45-46 MAGMIC POOL:
51-52 SEEPING CRATER:
53-54 ABANDONED LAIR:
55-56 RAMPAGING HERD:
61 SPAWNING DEN:
62 SILENT TOTEMS:
63 PRIMAL OASIS:
64 AMBERBONE DEPOSIT:
65 STORMVAULT KEY:
66 AMBER NEXUS:

TIME OF WAR

The campaign map is divided into twenty-three regions, each of which has its own Time of War rule that must be used in any battle fought in that region. In addition, the Amber Megaliths, the Caverns of the Hungering Dark and the Vestiges of Arixmathrak are called strategic regions. If a player controls all three strategic regions and has reforged a XXX (p.XXX), they immediately win the campaign.

 

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