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Rules Summary 1.5 (Catacombs & Toc 2020)
Rules Summary 1.5 (Catacombs & Toc 2020)
It is not a transcript of official rules and it is not supposed to be exact references to the original rules as they are written
or organized. It is not meant to replace the different books, which are still needed to play the game as intended. Many
references redirect to different pages of the books for further information and required material to play.
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Core Rules
1.0 GENERAL RULES
1.1| DICE ROLLS
1.1.1 RE-ROLLS
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again.
The rule that allows the re-roll will specify exactly how many of the dice can be re-rolled.
A dice roll can never be re-rolled more than once.
1.1.2 ROLL-OFFS
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and
whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again.
1.3 | VISIBILITY
One fighter is said to be visible to another fighter if a direct line can be drawn between the two fighters without passing
through a terrain feature or another fighter.
If you are unsure whether a fighter is visible, stoop down behind the fighter making the attack action or using the ability
to see if any part of the target fighter is visible from any part of the fighter making the attack action.
When checking to see if two fighters are visible to each other, do not include either of their respective bases.
Fighters are not visible to themselves.
1.5 | RUNEMARKS
Every warband belongs to 1 of the 4 Grand Alliances: CHAOS, DEATH, DESTRUCTION or ORDER.
Each Grand Alliance has its own runemark. When a rule refers to one of the Grand Alliances or has a Grand Alliance
runemark. that rule applies to any and all warbands with a faction runemark that belongs to that Grand Alliance.
A fighter’s faction is determined by their faction runemark.
Certain abilities require a fighter to have certain runemarks for that fighter to be able to use them, and other runemarks
give fighters access to special rules.
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1.6 | LEADERS
In every warband there will be one fighter with the Leader runemark.
If a rule refers to the leader of a warband, it is referring to the fighter with that runemark.
Other fighters in your warband may have the Leader runemark (see 5.0 Heroes & Allies) but it is only used to
determine which abilities they can use. They are not considered to have the Leader runemark for any other purpose or
rule.
1.7 | SEQUENCING
In most cases rules will be resolved one at a time.
If rules may appear to come into play at the same time and it may be unclear as to which is resolved first:
in the combat phase, the player whose turn it is to activate a fighter chooses the order in which the rules are resolved. In
any other phase, the player with the initiative chooses. In any other case, the players roll off and the winner chooses
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2.0 THE BATTLE ROUND
2.1 | BATTLE ROUND SEQUENCE
A battle is fought in a series of rounds referred to as battle rounds.
Each battle round is split into three phases: the HERO PHASE, the RESERVE PHASE and the COMBAT PHASE.
Once all phases have finished, a new battle round begins.
The victory card will dictate after which battle round the battle ends.
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2.4 | COMBAT PHASE
2.4.1 DEFINITION
In the COMBAT PHASE, the players take it in turns to activate their fighters.
The player with the initiative picks which player takes the first turn.
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3.0 ACTIONS & ABILITIES
3.1 | MOVE ACTIONS
3.1.1 LIMITATIONS
A fighter can use any combination of moves as part of a single move action but cannot exceed his Move characteristic.
A fighter cannot move through other fighters or any part of a terrain feature.
No part of a fighter can ever move over the battlefield edge.
If a fighter is within 1" of any enemy fighters when they start a move action, they must finish that move action at least as
close to the nearest enemy fighter. If there were 2 or more enemy fighters equally near, the fighter must finish that move
action as close as possible to any one of them.
3.1.3 FLYING
Fighters with the Fly runemark do not count the distance moved vertically but cannot end a move action flying.
Once a fighter begins to fly, it is said to be flying until the center of their base is on the battlefield floor or a platform.
3.1.5 CLIMBING
If a fighter is touching a part of a terrain feature defined as an obstacle, that fighter can begin to climb. That fighter can
move vertically up or down that terrain feature (and also horizontally once at the top).
A fighter who begins to climb is said to be climbing until the center of its base is on the battlefield floor or a platform.
Fighters with the Mount runemark cannot climb.
3.1.7 FALLING
FALLING FIGHTER
If a fighter is leaping, jumping or climbing when his activation finishes, he falls down.
If a fighter has fallen, the opposing player picks a point that is within 2" horizontally of that fighter and is vertically
lower. The fallen fighter’s base center is placed on that point. If impossible, and his base is on a platform, he remains
where he is. If his base center is not on a platform, he is immediately taken down instead.
ATTACK ACTIONS AND FALLING
When an attack action targets an enemy fighter that is within 1/2" of the edge of a platform that is open and scores any
critical hits, the target fighter of that attack must take a falling test after the attack action has been resolved for each
critical hit he received.
Roll 1D6. On a 1, the fighter is said to have fallen and suffers impact damage.
This rule does not affect fighters with the Fly runemark.
IMPACT DAMAGE
If a fallen fighter is 3” or more vertically lower than his location before he fell, that fighter suffers impact damage.
If a fighter suffers impact damage, roll a dice. On a 2-5, that fighter suffers 1 damage point, on a 6, 1D6 damage points.
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3.2 | ATTACK ACTIONS
3.2.1 ATTACK SEQUENCE
Each weapon has 4 characteristics: RANGE, ATTACKS, STRENGTH and DAMAGE.
To make an attack action with a fighter, follow the 4 steps of the attack sequence below.
1. PICK A WEAPON AND TARGET
Pick a weapon and a visible enemy fighter to be the target of the attack action.
If there are any enemy fighters within 1" of the fighter making the attack action, one of those enemy fighters must be
picked to be the target, and the weapon used cannot have a minimum range.
If there are no enemy fighters within 1" of the fighter making the attack action, you can pick any enemy fighter to be the
target as long as they are within range of the weapon used
2. ROLL TO HIT
Roll a number of dice equal to the Attacks characteristic of the weapon being used to make the attack action.
Determine which of the dice have missed, which have scored a hit and which have scored a critical hit by comparing the
Strength characteristic of the weapon action with the Toughness characteristic of the enemy fighter targeted by the attack
action.
3. ALLOCATE DAMAGE
The Damage characteristic of each weapon has 2 values, which dictate how many damage points are allocated to the
enemy fighter targeted by that attack action.
For each hit, allocate a number of damage points equal to the first value of the Damage characteristic.
For each critical hit, allocate a number of damage points equal to the second value.
4. REMOVE TAKEN DOWN FIGHTERS
Damage points are allocated one at a time.
If the number of damage points allocated to a fighter equals its Wounds characteristic, that fighter is said to be taken
down and is removed from the battlefield.
3.2.3 RANGE
The range of a weapon is a number of inches equal to its Range characteristic.
Some weapons have a minimum range, which means that they cannot be used to target fighters that are within a
certain minimum range.
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3.4 | DISENGAGE ACTIONS
3.4.1 HOW TO DISENGAGE
If a fighter is within 1" of an enemy fighter, he can make a disengage action to move away.
That fighter can make a normal move up to 3" in any direction but must finish the action more than 1" away from any
enemy fighters. If this is impossible, the fighter cannot use the disengage action and must use another action instead.
3.5 | ABILITIES
3.5.1 USING ABILITIES
A fighter can also use 1 ability during its activation if the player activating that fighter has sufficient ability dice.
The ability can be used either before the first action or after the first or second actions made by that fighter.
Each warband has set of unique abilities. There are also 5 universal abilities that fighters from any warband can use.
Each ability will stipulate if it requires a [double], a [triple] or a [quad].
Once a fighter has used an ability, discard the ability dice used for that ability.
You can use a [triple] for an ability that requires a [double], or a [quad] for an ability that requires a [triple] or
[double], but if you do so all those ability dice are discarded.
The rule for an ability may sometimes refer to the value of that ability. This refers to the score shown on the ability dice
used for that ability.
3.5.3 RUNEMARKS
Some abilities can only be used by fighters with certain runemarks.
Any runemarks required will be shown to the left of the ability on the ability card.
The runemarks a fighter has can be found on their fighter card.
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4.0 BATTLEFIELD & TERRAIN
4.1.0 THE BATTLEFIELD
4.1.1 BATTELFIELD SIZE
Battlefields are 22" in width and 30" in length for most games, although some multiplayer battlefields may be bigger.
4.2.0 | TERRAIN
4.2.1 TERRAIN FEATURES
When a rule refers to a terrain feature, it refers to the scenery model itself and any base it is mounted upon, but not any
empty space around or within it.
For all terrain, before the game begins but once terrain has been set up, you should agree with your opponent what is
considered to be open ground, deadly and impassable terrain.
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5.0 HEROES & ALLIES
5.1.0 | INCLUDING HEROES & ALLIES IN YOUR WARBAND
5.1.1 GENERAL RULES
Any fighter with the same faction runemark as your warband and the Leader runemark can be included in your
warband as a HERO.
Any fighter with a different faction runemark to your warband and either the Leader runemark or the Ally runemark
can be included in your warband as an ALLY.
Warbands can only include allies from the same GRAND ALLIANCE.
There are limits on how many heroes and allies you can include in your warband, depending on the style of game you
are playing (see 5.1.2, 5.1.3, 5.1.4).
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6.0 CHAOTIC BEASTS, ROAMING BEASTS & THRALLS
6.1.0 | CHAOTIC BEASTS
6.1.1 INCLUDING CHAOTIC BEASTS IN YOUR BATTLES
Chaotic beasts will come into play during a battle when certain twist cards are drawn.
Each twist card will explain if and how any chaotic beasts are set up on the battlefield.
6.3.0 | THRALLS
6.3.1 INCLUDING THRALLS IN YOUR BATTLES
In certain battles, a player may be able to include special fighters in his warband known as thralls. This is usually in a
campaign battle when a warband’s territory rules allow them to do so (Fated Quests), or with certain twist cards.
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7.0 MONSTERS
7.1.0 | MONSTERS
7.1.1 INCLUDING MONSTERS IN YOUR BATTLES
Monsters have one faction runemark among: CHAOTIC BEAST, MONSTERS OF ORDER, MONSTERS OF DEATH,
OR MONSTERS OF DESTRUCTION.
Monsters are fighters with the Gargantuan runemark.
A monster can only be included in a warband that shares the same faction runemark.
TWIST CARDS
Monsters with the Chaotic Beast runemark, can be used with any twist card that brings chaotic beasts into play.
A warband roster can have no more than 1 monster at any time.
If a player has the option to add a new monster to their warband roster and wishes to do so, they must first remove the
existing monster from their warband roster.
Like other fighters, monsters can receive destiny levels and players must make injury rolls for them.
Monsters can never bear lesser artefacts or artefacts of power, and can never be chosen to become a favored warrior.
When mustering for a campaign battle, you can include 1 monster from your warband roster in your warband.
Monsters cost points just like any other fighter but are ignored for the purposes of the rule that requires all fighters in a
warband to share the same faction runemark.
OPEN PLAY
In open play, when mustering for a battle, you can include 1 monster in your warband.
Monsters cost points just like any other fighter but are ignored for the purposes of the rule that requires all fighters in a
warband to share the same faction runemark.
MATCHED PLAY
Monsters cannot be included in warbands in matched play battles. However, if both players agree, players should
feel free to use the open play rules for monsters in their matched play games to allow them to include 1 monster in their
warband.
NARRATIVE PLAY
In narrative play, a warband will need to win an appropriate challenge battle before they can add a monster to their
warband roster [ Monsters & Mercenaries, p. 36, 41] [ Agents of Chaos, p. 107] [ Sentinels of Order p. 111] [ Bringers of
Death p. 58] [ Harbingers of Destruction, p.59, 60, and 62]
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7.2.0 | MONSTERS AND ABILITIES
7.2.1 MONSTERS AND UNIVERSAL ABILITIES
Monsters cannot use universal abilities. Instead, if any monsters are in play, they can use the Monster Abilities.
[Double] MONSTROUS REACH
-Until the end of this fighter’s activation, do not count the vertical distance when measuring the range for attack actions
made by this fighter.
[Triple] DRAG AND MAUL
-Pick a visible enemy fighter within 6" of this fighter.
-Remove that fighter from the battlefield and set them up within 1" of this fighter, then, roll a number of dice equal to the
value of this ability.
-For each 4+, allocate 3 damage points to that fighter.
[Quad] DEMOLISHING RAMPAGE
-Pick a terrain feature within 1" of this fighter.
-In an order of your choice, place each objective, treasure token and fighter that is on that terrain feature, and on any
other terrain feature that is on that terrain feature, on the battlefield floor in a location of your choice as close as possible
horizontally to its current location, then, in an order of your choice, each fighter placed on the battlefield in this manner
suffers impact damage, then, remove the terrain feature(s).
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8.0 SETTING UP A BATTLE
The following core rules allow 2 players to quickly set up an open play game between two warbands.
9.1.3 TERRAIN SET-UP METHOD THREE: CREATING YOUR OWN TERRAIN DECK
Follow wish to construct their own ‘terrain deck’ to randomly draw from each battle. To do so, follow these steps:
1. A terrain deck contains 36 ‘cards’ or layouts. 18 of those layouts are roughly symmetrical (and have the Symmetrical
runemark) and 18 are asymmetrical.
2. To create a terrain deck, you do not need to create physical cards; instead, you need to create 36 layouts with which to
populate a D66 table. One way to do this is to sketch 36 layouts. Alternatively, you could set up different terrain layouts on
the board and take a photograph of each one. Give each layout a unique number from 11 to 66, with no digit exceeding 6.
3. The 18 symmetrical layouts should include 6 that have sparse terrain, 6 that have medium terrain and 6 that have dense
terrain. The asymmetrical layouts should follow the same format. Use the terrain generator table as a guideline for how
many scenery features each of those layouts should have.
4. Instead of drawing a terrain card, roll a D66 to determine which of your layouts is in play. Follow all other rules in the
general terrain set-up method (Core Rules 8.0) for setting up the battlefield as normal.
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10.0 COALITION OF DEATH
Coalition of Death games feature two sides made up of multiple warbands.
10.4.1 TERRAIN
The team that lost the priority roll sets up the battlefield terrain, placing as little or as much as they like.
10.4.2 DEPLOYMENT
Roll a D3 on the Deployment Set-Up Table [ Core Book, p. 53, 54] to determine which deployment set-up is used.
The team that won the priority roll then chooses how the deployment set-up orientates with the battlefield (the upper
long edge on the deployment map can be orientated to either of the battlefield long edges) and chooses either the red or
blue deployment points to be theirs.
These deployment set-ups include deployment zones. Fighters can be set up anywhere wholly within the deployment
zone that corresponds to the battle group they are in (Dagger, Shield or Hammer).
The team that won the priority roll first sets up their Daggers, followed by the opposing team. Then the teams set up
their Shields in the same order, and finally their Hammers in the same order.
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10.4.3 VICTORY
The battle ends after 3 battle rounds.
In each battle round there are 2 victory conditions in play, and these victory conditions change from battle round to
battle round.
At the start of each battle round, before the hero phase, roll a dice on each of the two Coalition of Death Victory
Condition Tables [ Core Book, p. 55, 56] to determine which 2 victory conditions are in effect for that battle round.
The rules for tied games are still in effect (See 8.4 Tied Games).
When the battle ends, the team with the most victory points wins the battle.
10.4.4 TWIST
Draw a twist card as normal.
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11.0 TRIUMPH & TREACHERY
Triumph & Treachery games are battles for 3-4 players that pit every player against the others.
11.4.1 TERRAIN
Draw a terrain card as normal.
11.4.2 DEPLOYMENT
Roll a D3 on the Deployment Table [ Core Book, p. 57, 58] to determine which deployment set-up is used during the
battle.
In priority order, each player chooses which color deployment points they will use and then sets up their Dagger. Then
the players set up their Shields in priority order, and finally their Hammers in priority order.
11.4.3 VICTORY
Roll a dice on the Victory Condition Table [ Core Book, p. 59] to determine which victory condition is in play.
The normal rules for tied games (see 8.5) are still in effect.
The player with the most victory points at the end of the game wins the battle.
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11.5.3 RESERVE PHASE
The reserve phase is resolved in initiative order.
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12.0 TRIUMPH & TREACHERY: PIT FIGHTS
Pit Fights are multiplayer battles in which 3-6 warbands face each other in a bitter fight to the death,
and where player only controls 1-3 fighters.
12.4.1 TERRAIN
There are 3 TERRAIN CARDS [ Tome of Champions 2020, p. 11]. The player first in the priority order rolls a D3 to
determine which of these terrain cards will be used.
12.4.2 DEPLOYMENT
Do not draw a deployment card.
Instead, in reverse priority order, players take it in turns to pick a deployment point on the MAP [ Tome of Champions
2020, p. 11] and set up all the fighters in their warband within 3" of that point.
Once a player has picked a deployment point, that same deployment point cannot be picked by another player.
In addition, the red deployment points can only be picked if there are 5 or 6 players.
12.4.3 VICTORY
There are 3 VICTORY CARDS [ Tome of Champions 2020, p. 11].
If this is the first time you are playing a Pit Fight, we recommend using the ‘Champion of Gladiators’ victory card.
Otherwise, the player first in the priority order rolls a D3 to determine which of these victory cards will be used.
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12.5.3 SINGLES
Once the initiative order has been determined and all wild dice have been used, players must keep track of the number
of singles they have that can be used in the battle round to activate special rules (see ‘Reactions’ in the Special Rules box).
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12.7 | PLAYING A PIT FIGHT IN A DUNGEON
Triumph & Treachery Pit Fights can also be played on a dungeon battlefield (See Catacombs).
12.7.3 DEPLOYMENT
In reverse priority order, the players take it in turns to pick a blue entrance tunnel on the map [ Tome of Champions
2020, p. 14] and set up all the fighters in their warband within 3" of the center of that entrance tunnel.
Once a player has picked an entrance tunnel, that same entrance tunnel cannot be picked by another player.
If there are 5 or 6 players, players can pick the red entrance tunnels as well as the blue entrance tunnels.
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13.0 MONSTROUS MELEES
Monstrous Melees are multiplayer battles for 2-6 players in which each player
pits a single monster against their opponents.
13.4.1 TERRAIN
The player first in the priority order sets up D3 scenery features more than 6" from any battlefield edge.
13.4.2 DEPLOYMENT
Do not draw a deployment card. Instead, in reverse priority order, players take it in turns to pick a deployment point on
the MAP [ Tome of Champions 2019, p. 10] and set up their monster within 1" of that point.
Once a player has picked a deployment point, that same deployment point cannot be picked by another player. In
addition, the red deployment points can only be picked if there are 5 or 6 players.
13.4.3 VICTORY
There Can Be Only One: A player wins the battle as soon as all of their opponents’ fighters have been taken down.
At the end of the fourth battle round and each subsequent battle round, allocate 10 damage points to any fighters that
are within 4" of the battlefield edge.
In addition, at the end of each battle round after the fourth, the area within which fighters take damage increases by 1".
13.4.4 TWIST
Draw a twist card as normal, but before doing so, limit the deck to cards with the following runemarks: Climate,
Environment and Magical Phenomena.
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13.5.3 COMBAT PHASE
The combat phase is resolved in initiative order.
If a fighter is said to have fallen, the player who controls the closest enemy fighter to the fighter that has fallen is
treated as the ‘opposing player’ to resolve the rule (if there are multiple enemy fighters that are the closest, roll off).
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Matched Play
14.0 EXHIBITION PLAY & PITCHED BATTLES
Matched play focuses on creating as fair and as level a playing field as possible,
giving players the chance to show their tactical acumen.
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14.3 | TOURNAMENTS
A Warcry tournament involves a group of players playing a series of tournament rounds before the
player with the highest score is crowned the overall champion.
14.3.1 WARBANDS
Before attending the tournament, each player prepares a 1000-point warband following the core rules for mustering a
warband. They also separate their warband into a Dagger, Shield and Hammer following the core rules, and note down on
their tournament roster which fighters are in each of these battle groups.
This is set for the duration of the tournament, so players cannot alter their warband or groupings from battle to battle.
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Narrative Play
15.0 CAMPAIGNS
In a campaign, you chart the progress of your warband across the wastes of the Eightpoints, linking each
of your battles into an ongoing narrative that tells the story of your warband’s rise to glory
as you strive to complete your campaign quest.
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15.3.2 ADDING FIGHTERS
The next step in completing your warband roster is to add fighters to it. Your warband roster is the pool of fighters from
which you will pick up to 15 when mustering your warband for a campaign battle (see 15.4 Playing a Campaign Battle).
Before your first campaign battle, you can add up to 20 fighters to your warband roster. These fighters can total any
number of points, but it should contain at least 1000 points’ worth of fighters to allow you to field a full warband during
your first campaign battle.
You do not have to add the full 20 fighters to begin with – you can instead choose to add additional fighters as the
campaign progresses. You’ll be able to add and remove fighters from your warband roster after each campaign battle.
When adding fighters to your warband roster, you must adhere to the following restrictions:
1. Your warband roster must include at least 3 fighters.
2. Your warband roster cannot exceed 20 fighters.
3. All fighters added to your warband roster must share the same faction runemark as the campaign quest you have
chosen.
4. There can be only 1 fighter added to your warband roster with the Leader runemark.
15.3.7 TERRITORIES
Your warband can dominate up to six pieces of territory at any one time.
The campaign quest you have chosen will detail how your warband can dominate territory and what effect territory has
on your warband.
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15.4.2 CONVERGENCES
Each campaign quest includes three unique campaign battles referred to as convergences.
On the campaign progress tracker of your warband roster there are three map points marked as the first convergence,
the second convergence and the final convergence. Each of these map points is referred to as a convergence map point,
and corresponds to a convergence on your campaign quest.
When a player’s warband is on a convergence map point, that warband must play the corresponding convergence and
be victorious to advance further along the campaign progress tracker. The next time the player controlling that warband
plays a campaign battle, they can ask their opponent if they would like to play through their convergence.
Each convergence has unique rules to follow when generating the battleplan.
If both players’ warbands are on convergence map points, the players will have to decide which convergence they will
play through.
Only 1 player’s warband can play through their convergence, even if both warbands are embarked upon the same
campaign quest and have reached the same convergence map point.
In a convergence battle, the warband whose convergence the players are playing through is referred to as the Aspirant
warband. Their opponent’s is referred to as the Adversary warband.
To play through the convergence, use the guidelines for campaign battles (see 15.4.1) but generate the battleplan
according to the corresponding convergence on the campaign quest. This means you might know some of the battleplan
cards in play before you muster your warband.
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16.0 AFTERMATH SEQUENCE
16.1 | AFTERMATH SEQUENCE
16.1.1 A SEQUENCE IN 7 STEPS
After each campaign battle has ended, both players must complete a series of steps referred to as the aftermath
sequence. It is best for both players to do this immediately after the battle has finished, as it is required that each player
witnesses the aftermath sequence of the other.
There are 7 steps in the aftermath sequence that must be completed in order.
1. Earn and Spend Glory Points 2. Make Injury Rolls 3. Roll for Destiny Levels 4. Add and Remove Fighters
5. Search for Lesser Artefacts 6. Advance on the Campaign Progress Tracker 7. Earn Artefacts of Power or Command
Traits
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16.1.4 STEP 3: ROLL FOR DESTINY LEVELS
As your warband grows in power, certain fighters will begin to carve their own legends and stand apart as destined by
the gods for glory. After a campaign battle, you can make a destiny roll for each fighter from your warband that was not
taken down during the battle.
To do so, roll a dice; on the roll of a 6 that fighter gains a destiny level. Mark it on your warband roster by coloring in a
destiny level icon.
A fighter can have up to 3 destiny levels at once.
Each destiny level gives the following benefit in future campaign battles:
FAVOUR OF THE GODS
During a campaign battle, a player can choose to spend 1 of their fighter’s destiny levels to re-roll 1 dice during an attack
action made by that fighter.
A spent destiny level replenishes at the end of the battle.
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16.1.8 STEP 7: EARN ARTEFACTS OF POWER AND COMMAND TRAITS
After advancing your warband on the campaign progress tracker, if it has moved onto a map point marked ‘Artefact of
Power’ or ‘Command Trait’, you will receive one of these as described below:
ARTEFACTS OF POWER
When you receive an artefact of power, pick one from the artefact of power table on your campaign quest. Alternatively,
you can roll a D3 to determine which artefact of power you receive.
Artefacts of power follow many of the same rules as lesser artefacts.
First, you must decide which fighter in your warband will bear it. A fighter can bear no more than 1 artefact of power at
any time, but can bear both an artefact of power and a lesser artefact. Make a note on your warband roster of which fighter
bears the artefact of power. If the fighter you wish to bear the artefact of power already bears another, you can first give
the old artefact of power to a fighter who bears none, and then give the first fighter the new artefact of power. This is the
only time an artefact of power can be swapped from one fighter to another.
Each artefact of power has a description of how it works on the artefact of power table on each campaign quest.
The rules for artefacts of power will often refer to the bearer. The bearer is the fighter that bears that artefact of power.
Unlike lesser artefacts, artefacts of power are not labelled as [Consumable] or [Perishable]. An artefact of power instead
provides a permanent benefit to the fighter that bears it.
COMMAND TRAITS
When you receive a command trait, pick one from the Command Trait table on your campaign quest.
Alternatively, you can roll a D3 to determine which command trait you receive.
A command trait is an additional bonus given to your leader.
Each command trait has a description of how it works on the command trait table on each campaign quest.
Each provides a permanent benefit to the fighter.
A leader can only have 1 command trait. If you receive another (for example, if you move on to a new campaign quest
after completing your first), you can choose 1 of the other fighters in your warband to become a favored warrior (see
16.1.8).
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17.0 TRIAL OF CHAMPIONS
This section introduces champion mode for your Warcry campaigns. Champion mode is more
challenging than the regular campaigns and adds a new layer of difficulty, grit and realism to your
games, allowing you to become fully immersed in the setting.
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17.5 | THE REWARDS OF CHAMPIONS
In champion mode, when searching for lesser artefacts use the new Lesser Artefacts table [ Tome of Champions 2019,
p. 81-83] instead of the Lesser Artefacts table in the Core Book, or one of the Lesser Artefacts table that corresponds to the
Grand Alliance to which your warband belongs [ Tome of Champions 2020, p. 86-93].
Each time the search roll made when searching for a lesser artefact is a double (excluding a double 1), your warband
receives a champion reward in addition to the lesser artefact received from the table. Consult the Champion
Rewards table [ Tome of Champions 2020, p. 51] to see which champion reward you receive. These rewards are
[Instant], meaning their effects are resolved immediately.
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18.0 FATED QUEST
Special campaign quests known as Fated Quests are more dangerous but offer better rewards –
artefacts of power or exalted traits. To use these quests, refer to 15.0.
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19.0 CHALLENGE BATTLES
Challenge battles are unique battles available to any warband currently embarked upon any campaign
quest. These challenge battles are designed to be very difficult for the Challenger to attempt!
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19.2.3 SHATTERED DOMINION OBJECTIVES
Some Challenge Battles will use the Shattered Dominion objectives (Hallowed Tomb, Ensorcelled Armory, Trove
of Arcane Glory, The Realms’ Ransom, Realmvault Key, Iconoclast Axe, Soul Stone) [ Tome of Champions 2019, p. 68-77].
The Special Rules section of each challenge battle states which Shattered Dominion objective is used and what rules it has
during the battle.
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19.3.4 ACTIVATING WILD FIGHTERS
When a wild fighter battle group is picked to activate, the wild fighters in that battle group are activated one at a time in
an order chosen by the players.
Individual wild fighters arc always in one of 3 states. They are either in combat range, in threat range or beyond
threat range. When a wild fighter activates, the players must first determine which state they are in, then one player
rolls on the Behavior table below to see how that wild fighter will behave.
In Combat Range, if a visible enemy fighter is within range of any of the wild fighter's weapons, that wild fighter is in
combat range.
In Threat Range, if the wild fighter is not in combat range, add together their Move characteristic and the highest
Range characteristic of their weapons. This score determines the wild fighter's threat range in inches. If any visible enemy
fighters are within that distance, that wild fighter is in threat range.
Beyond Threat Range, if the wild fighters are neither in combat range nor in threat range, they are beyond threat
range.
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WILD FIGHTERS’ BEHAVIOR
D6 IN COMBAT RANGE IN THREAT RANGE BEYOND THREAT RANGE
1 Recuperate | Attack Recuperate | Move Recuperate | Move
2 Indomitable | Attack Indomitable | Move Indomitable | Move
3 Attack | Attack Move | Attack Move | Move
4 Fury | Attack | Attack Move | Attack Move | Move
5 Berserk | Attack | Attack Move | Fury | Attack Move | Move | Charge
6 Deadly Strike | Attack | Attack Move | Berserk |Attack Move | Move | Charge
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20.0 NARRATIVE PLAY LIST
A comprehensive overview for Narrative Play to help players find, choose and play
a narrative campaign, a Fated quest or a Challenge battle.
CORE BOOK
NAME TYPE FACTION
Conquer the Forge Normal campaign Iron Golem
Cursed Metal Normal campaign Iron Golem
The Hunt for Firescar Normal campaign Untamed Beasts
Tooth and Claw Normal campaign Untamed Beasts
War of Talons Normal campaign Corvus Cabal
The Hunger for Isiphus Normal campaign Corvus Cabal
A Spy in the House of Talons Normal campaign Cypher Lords
Cold Vengeance Normal campaign Cypher Lords
Path of the Flayed Prince Normal campaign The Unmade
Song of Suffering Normal campaign The Unmade
Nagendra's Gullet Normal campaign Splintered Fang
Venom of the Gods Normal campaign Splintered Fang
Tide of Fire Normal campaign Scions of the Flame
Making your Name Normal campaign Spire Tyrants
The Bells of Lost Velorum Normal campaign Nighthaunt
The Hidden Vault Normal campaign Vanguard Chamber
The Stolen Tome Normal campaign Legions of Nagash
The Bottle Heist Normal campaign Gloomspite Gitz
A Bounty of Souls Normal campaign Idoneth Deepkin
Seekers of the Chalice Normal campaign Flesh-Eater Courts
A Proper Scrap Normal campaign Ironjawz
Traitor's Fate Normal campaign Daughters of Khaine
The Stolen Totem Normal campaign Bonesplitterz
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TOME OF CHAMPIONS 2019
NAME TYPE FACTION
Shadow of the Varanspire Normal campaign Slaves to Darkness
The Bone Harvest Normal campaign Ossiarch Bonereapers
The Platter of Carngrad Normal campaign Ogor Mawtribes
A Bad Investment Normal campaign Kharadron Overlords
The Davenok Conspiracy Normal campaign Disciples of Tzeentch
Snirrik's Great-Grand Scheme Normal campaign Skaven
Vengeance of the Storm Normal campaign Warrior Chamber
The Old Ways Normal campaign Beasts of Chaos
A God's Footsteps Normal campaign Fyreslayers
The Season of Retribution Normal campaign Sylvaneth
A Lost Soul Normal campaign Sacrosant Chamber
The Blood God's Due Normal campaign Khorne
Bursting with Life Normal campaign Nurgle
The Grand Revel Normal campaign Slaanesh Daemons
The Cosmic Pylon Normal campaign Seraphon
The Pursuit of Knowledge Fated Quest Universal
The Whispering Moon Fated Quest Universal
Fulfilling One's Oaths Fated Quest Universal
Blood and Faith Fated Quest Universal
The Haunting of Asga Peak Fated Quest Universal
Defending your Crown Fated Quest Universal
The Ghoul Hunt Fated Quest Universal
The Tomb of Saint Artimyr Challenge Battle Universal
Where Troggoths Tread Challenge Battle Universal
An Ill-Advised Expedition Challenge Battle Universal
A Ritual Too Far Challenge Battle Universal
Lord Splinterbone's Feast Challenge Battle Universal
To Face the Charnel Fiend Challenge Battle Universal
Unveiling the Arcane Challenge Battle Universal
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SENTINELS OF ORDER
NAME TYPE FACTION
A Comrade in Need Fated Quest Order
Gift of the Gods Fated Quest Order
Heroes and Horrors Fated Quest Order
An Uplifted Soul Fated Quest Order
The Fall of Lord Valgar Challenge Battle Order
No Duardin Left Behind Challenge Battle Order
Vault Guardians Challenge Battle Order
Thick as Thieves Challenge Battle Order
Halting the Ritual Challenge Battle Order
Blood and Serpents Challenge Battle Order
AGENTS OF CHAOS
NAME TYPE FACTION
Crimson Bounty Fated Quest Chaos
The Grand Plague of Vetch Fated Quest Chaos
Fit for a King Fated Quest Chaos
Beneath Shadow Boughs Fated Quest Chaos
The Varanite Harvest Challenge Battle Chaos
Fury of the Wild Challenge Battle Chaos
The Everchosen Regards Challenge Battle Chaos
Blades in the Darkness Challenge Battle Chaos
Irrefutable Challenge Challenge Battle Chaos
The Grot Purge Challenge Battle Chaos
HARBINGERS OF DESTRUCTION
NAME TYPE FACTION
A Long Night in Carngrad Fated Quest Destruction
The Wisdom of Wozgobba Fated Quest Destruction
Chains of Iron Fated Quest Destruction
At their Own Game Fated Quest Destruction
A Right Old Mess Challenge Battle Destruction
Gargantuan Carnage Challenge Battle Destruction
The Big Carngrad Bash Challenge Battle Destruction
Krushed Challenge Battle Destruction
Picking your Poison Challenge Battle Destruction
Bloodbaths and Brewgits Challenge Battle Destruction
BRINGERS OF DEATH
NAME TYPE FACTION
Dread Vengeance Fated Quest Death
Blooded Talons Fated Quest Death
The Grave of Gorsimax Fated Quest Death
Of Bone and Soul Fated Quest Death
The Royal Hunt Challenge Battle Death
Thieves in the Night Challenge Battle Death
A Grave Mistake Challenge Battle Death
Death Comes Calling Challenge Battle Death
Caged Lightning Challenge Battle Death
Trial of the Five Blades Challenge Battle Death
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CATACOMBS
NAME TYPE FACTION
The Captured Melusai Normal campaign Khainite Shadowstalkers
Khaine’s Blood Normal campaign Khainite Shadowstalkers
Pit of Darkness Normal campaign Khainite Shadowstalkers
The Immolation Engine Normal campaign Scions of the Flame
Beasts of Flame Normal campaign Scions of the Flame
The Obsidian Tower Fated Quest Universal
The Spawnmaster Fated Quest Universal
The Orb of Secrets Fated Quest Universal
Trail of Destruction Fated Quest Universal
WHITE DWARF
NAME TYPE FACTION ISSUE #
Lord of the Pits Normal campaign Spire Tyrants 452
Aggressive Acquisition Normal campaign Lumineth Realm-lords 454
Chasing the Flames Normal campaign Hammerhal 456
WARHAMMER COMMUNITY
NAME TYPE FACTION Date
The Purge of Anvilguard 2-player campaign Anvilgard, Stormcast 24 Feb 21
The Forlorn Hope 2-player campaign Lumineth, Ossiarch Bonereapers 28 Apr 21
A Fool’s Trove in Ulfenkarn 4-player campaign Universal 01 Apr 21
The Depths of Sylontum 4 to 6-player campaign Chaos Demons, Soulblight Gravelords, Nightaunt 24 Jun 21
War of the Morruk Hills 2-player campaign Thunderstrike Stormcasts, Kruleboyz 25 Aug 21
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Catacombs
21.0 CATACOMBS
This section explains how to play a dungeon using the contents of the Catacombs boxed set.
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21.1.6 RESERVE PHASE
The deployment cards used in dungeon battles do not indicate the battle round in which reserve fighters are set up, or
where they are set up. Instead, all fighters from battle groups that are in reserve are set up on the battlefield in the reserve
phase of the third battle round.
Starting with the player who has the initiative, players take it in turns to set up 1 of their reserve fighters on the
battlefield until all reserve fighters have been set up.
Each reserve fighter must be set up within 3" of the centers of an entrance tunnel and more than 3" from any enemy
fighters that were set up in the same reserve phase.
Note that fighters in the same battle group do not need to be set up within 3" of the same entrance tunnel.
21.1.7 MONSTERS
Fighters with the Gargantuan runemark cannot be included in warbands in dungeon battles.
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21.2.3 PITS
A dungeon battlefield may have one or more areas referred to as pits.
Pits will be clearly outlined on the map in the set-up rules for the dungeon battlefield on which they appear.
Pits are a type of terrain feature that uses the following rules:
TERRAIN FEATURE
Pits are not treated as the battlefield floor. This means that fighters, treasure tokens, objective markers and other
terrain features cannot be placed upon them.
MOVEMENT
Pits are treated as the air. This means that fighters can jump over them. However, a fighter that jumps over a pit suffers
impact damage at the end of that move action.
A fighter that finishes a move action with the center of their base on a pit is immediately taken down.
Edges of the battlefield floor that touch a pit are treated as the edge of a platform. This means that fighters attacked
near a pit may fall (see 3.1.7). If a fighter within 1/2" of a pit is said to have fallen.
TREASURE TOKENS AND PITS
If a fighter carrying treasure is taken down on a pit, before the fighter is removed from play, the players roll off.
The winner of the roll-off picks a point on the battlefield floor within 3" of the fighter and within 1" of the edge of that
pit and places the treasure token there.
21.2.4 BRIDGES
A dungeon battlefield may have one or more bridges.
There are two types of bridges: metal bridges and wooden bridges.
MOVEMENT
Bridges are treated as the battlefield floor.
The long edges of a bridge are treated as the edge of a platform.
If a fighter with the center of their base on a bridge is said to have fallen, they are immediately taken down.
OBJECTIVES AND TREASURE TOKENS
Objectives and treasure tokens cannot be placed on bridges.
If a fighter on a bridge drops treasure, the players roll off. The winner of the roll-off picks a point on the battlefield floor
within 3" of the fighter and within 1" of the edge of that pit and places the treasure token there.
WEAKENED AND COLLAPSED BRIDGES
If a fighter ends a move or disengage action with the center of their base on a metal bridge, after that action, roll a dice.
On a 1, the bridge is said to be weakened; place a token next to the bridge to represent this.
Wooden bridges start the battle weakened.
If a fighter ends a move or disengage action with the center of their base on a weakened bridge, after that
action, roll a dice. On a 1, the bridge is said to have collapsed.
When a bridge collapses, every fighter with the center of their base on that bridge is taken down one after the other, in
an order chosen by the player whose turn is taking place. The bridge is then removed.
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21.2.5 UNIQUE DUNGEON FEATURES
Each unique dungeon feature has its own special rule, as follows:
THE WALL BREACH
The wall breach must be set up wholly on a dungeon wall, with only the stand of the gallows and debris being allowed to
overhang, as shown below. Parts of dungeon walls within 1/2'' of the wall breach are considered to be the battlefield
floor instead.
THE ARMS STASH
Add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by fighters within
1" of the arms stash.
THE CURSED CASKETS
Roll a dice each time a fighter ends a move action or disengage action within 1" of the cursed caskets. On a 1, allocateD6
damage points to that fighter.
THE LEVER
The lever can only be set up within 1" of a sealed dungeon door.
A fighter within 1" of the lever can operate it as an action.
If they do so, the player controlling that fighter picks 1 sealed dungeon door within 1" of the lever. That dungeon door is
opened. If both lever models are set up, they can be set up within 1" of the same dungeon door or different dungeon doors.
THE SHATTERED PILLARS
Each of the two models that make up the shattered pillars can be set up anywhere on the battlefield floor more than 1"
from any doorways, bridges or other unique dungeon features.
Each model is both an obstacle and low terrain.
THE SEWER
The sewer is an entrance tunnel if there are no enemy fighters upon it.
THE COLLAPSED DOORWAY
To set up the collapsed doorway, the player picks 1 open or sealed dungeon door, removes it from the battlefield, and
replaces it with the collapsed doorway.
The collapsed doorway is both an obstacle and dangerous terrain.
Parts of dungeon walls within 1/2' of the collapsed doorway are considered to be the battlefield floor instead.
When placing the collapsed doorway, all of the dungeon doorway must be beneath the model [ Catacombs, p. 30].
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21.3.3 FACTION DUNGEON ABILITIES
CORVUS CABAL SPECIFIC ABILITIES
[Double] WALL RUN
-A fighter can use this ability only if they are within 1" of a dungeon wall.
-Until the end of this fighter’s next move action this activation, this fighter can move over other fighters as if
they could fly.
-However, during that move action, this fighter must stay within 1" of a dungeon wall.
[Quad] RUNNING STRIKE
-This fighter uses the “Wall Run ability”, then makes a bonus move action, and can then make a bonus attack action.
NIGHTHAUNT SPECIFIC ABILITY
[Triple] FLOAT THROUGH WALL
-Until the end of this fighter’s activation, they can move over dungeon walls and through sealed dungeon doors (Dungeon
ability only) but must end any move action with their base wholly on the battlefield floor.
21.4.3 PITS
The areas outlined by broken yellow lines are pits [ Catacombs, p. 32-33].
21.4.5 ORIENTATION
The orientation arrow next to the map indicates how it aligns with the deployment card that is in play. [ Catacombs, p.
32-33].
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21.5.3 EXHIBITION BATTLES
You can use these tables to generate an Exhibition Battle (see 14.1).
Deployment Card Table A and Victory Card Table A only include cards with the Symmetrical runemark.
To generate an Exhibition Battle, the player who won the priority rolls a dice on each of these tables to determine the
deployment and victory card in play.
The player who lost the priority roll then chooses which table to roll on to determine the twist card in play.
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