###
# 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.**
##### 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. |
###
# 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.**
###
# REWARDS
###
**Below you can find all suitable means to upgrade your troops into hardbitten warriors, plying themselves to their battlefield role more adequately.**
##### 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). | |
##### 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:** | |
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# TIME OF WAR
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**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.**