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RULES SUMMARY

Core Rules | Open Play | Matched Play | Narrative Play | Catacombs


Version 1.5, November 2021.
Warcry © Copyright Games Workshop 2019.
Unofficial fan-made reference sheets which are neither endorsed nor produced by Games Workshop.
These sheets are intended only for the personal use of existing owners of the game and books for additional
reference. They may not be sold or used in any way except for personal use.
This Compendium compiles all rules into a single, shorter and re-organized quick reference guide to make everything
more accessible and help players who already have all the material find the rules they need with ease.

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.

Always refer to the official books when in doubt.

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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.

1.2 | MEASURING DISTANCES


Distances are measured in inches (").
Distances are measured between the closest points of the bases of the fighters you’re measuring to and from.
If a rule requires something to be within a certain range of something else, they are considered to be within if the
distance between them is equal to or less than the specified distance.
If a rule requires a fighter to be wholly within, every part of that fighter’s base must be within range.
Usually, measuring distances will take into account both the vertical and horizontal distance between two models, but
in some cases, a rule might specify that only the horizontal distance or only the vertical distance is measured. When a rule
requires you to measure the vertical distance only, the distance is rounded up to the nearest half inch (example 2.6" to 3").
Note that distances are only rounded up in this manner and never rounded down.
You can measure distances whenever you wish.

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.

1.4 | FRIENDLY AND ENEMY FIGHTERS


A player considers all fighters in their warband to be friendly fighters and all fighters in other warbands to be enemy
fighters. Likewise, a fighter considers all other fighters in their warband to be friendly fighters, and all fighters in other
warbands to be enemy fighters.
If a rule for an action or ability performed by a fighter refers to other friendly fighters’, it means fighters from that
fighter’s warband, excluding itself.

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

1.8 | OBJECTIVES AND TREASURE


1.8.1 WHEN TO USE OBJECTIVES AND TREASURES
Sometimes the victory deck will require the players to place objectives or treasure on the battlefield. To do so, place an
objective marker or treasure token at the indicated location.
When measuring distances to objectives and treasure, always measure to and from the center of the marker or token.

1.8.2 CONTROLLING OBJECTIVES


A player gains control of an objective if, at the end of a battle round, they have more friendly fighters within 3"
of it than there are enemy fighters within 3" of it.
Once a player gains control of an objective, it remains under their control until another player gains control of it.

1.8.3 CARRYING TREASURE


If, at any point when making a move action, a fighter moves within 1" of a treasure token, the player can choose for that
fighter to pick up that treasure. Remove the token. That fighter is now said to be carrying that treasure.
A fighter cannot pick up treasure if they are already carrying treasure.
A fighter carrying treasure can use an action to drop the treasure. If a fighter carrying treasure is taken down, they
automatically drop the treasure before the fighter’s model is removed from play. In both cases, the player controlling that
fighter picks a point on a platform or the battlefield floor that is within 1" horizontally of the fighter, visible to the fighter
and either vertically level to or any distance vertically lower than the fighter, and places the treasure token there.
Monsters can never carry treasure.

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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.

2.2 | HERO PHASE


2.2.1 DEFINITION
In the HERO PHASE, players determine who has the initiative during that battle round, allocate wild dice, decide how
to use their wild dice, and then the player without the initiative may try to seize it.

2.2.2 DETERMINING INITIATIVE


Each player rolls 6 dice. Referred to as initiative dice.
Each player counts any singles. The player with the most singles has the initiative. In the case of a tie, players roll off.
The remaining dice are referred to as ability dice, used to perform abilities in the combat phase.
If 2 ability dice have the same score, it is referred to as a [double], 3 as a [triple], 4 as a [quad].
At the start of each battle round, any remaining singles and ability dice from the previous battle round are discarded.

2.2.3 WILD DICE


Each player receives 1 wild dice.
The player with the initiative first declares how he will use any of his wild dice, followed by the second player.
Wild dice can be used:
 To add 1 to the number of singles the player has.
 To turn a single into a [double], a [double] into a [triple] or a [triple] into a [quad]. The wild dice is then set to match
the value of the ability dice it is paired with.
You cannot add multiple wild dice to the same single or same ability dice.
Each wild dice can only be used once per battle.
Wild dice that are not used in a battle round can be saved for another battle round instead.

2.2.4 SEIZING THE INITIATIVE


After wild dice have been declared for the battle round, count the number of singles each player has once more.
If the player without the initiative now has more singles than the player with the initiative, he now has the initiative
instead.
If the number of singles each player has is now tied (and was not previously), the players roll off and the winner has the
initiative.

2.3 | RESERVE PHASE


2.3.1 DEFINITION
In the RESERVE PHASE, reserve battle groups may be set up on the battlefield.
The deployment card will indicate in which battle round any reserve battle groups come into play: ‘RND2’ indicates
that battle group will arrive in the reserve phase of the 2nd battle round, and ‘RND3’ of the 3rd one.

2.3.2 SET UP THE FIGHTERS


The reserve phase comes into play after the first battle round.
Starting with the player with the initiative, players set up the fighters from any battle groups coming into play in that
battle round wholly within 3" horizontally, but any distance vertically, of their deployment point.

2.3.3 DEPLOYEMENT LINE


Deployment lines are either the length of half a battlefield edge or the length of a whole battlefield edge.
If the deployment point is next to a deployment line, the battle group coming into play in that battle round must be set up
wholly within 3" horizontally of that line.
If it is impossible to set up all the fighters from a reserve battle group, they must be set up one at a time, as close as
possible to either their deployment point or their deployment line.

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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.

2.4.2 COMBAT PHASE SEQUENCE


When it is a player’s turn, he can activate one fighter in his warband. This is referred to as that fighter’s activation. The
player must pick 1 fighter to activate if he can, but cannot pick a fighter that has already activated this phase. If the player
cannot pick a fighter, he must pass instead.
Opponent can then activate 1 fighter or pass.
Players keep on taking turns to activate fighters until both pass one after the other.

2.4.3 ACTIVATION (See 3.0 Actions & Abilities).


A fighter can make 2 actions during its activation. Carry out the first action before deciding on the second.
Actions are chosen from the following: MOVE, ATTACK, DISENGAGE, WAIT
A fighter can make the same MOVE or ATTACK action twice in a row if you wish.
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 1st action or after the first or second actions made.

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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.

3.1.2 NORMAL MOVES


A fighter can make a normal move if the center of his base is on the battlefield floor or on a platform.
When a fighter moves normally, the center of his base must remain on the battlefield floor or a platform at all times,
unless he is moving over low terrain (1" high or less).

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.

3.1.4 LEAPING & JUMPING


A fighter can leap through the air in a straight line horizontally or jump down vertically any distance.
Count the horizontal distance leapt towards the number of inches that a fighter can move in total in that move action as
normal, but do not count the distance jumped down vertically.
Each time a fighter jumps down from 3" or more vertically, he suffers impact damage (See 3.1.7).
If a fighter finishes his move action in the air, immediately move him vertically downwards until a part of his base is
either on or touching part of a terrain feature or the battlefield floor. If the fighter moves 3" or more vertically downwards
in this manner, he suffers impact damage (See 3.1.7).

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.

3.1.6 PICKING UP/ DROPPING AN ITEM OR TREASURE


If, at any point when making a move action, a fighter moves within 1" of a treasure token, he can pick it up. Remove the
token from the battlefield. That fighter is now said to be carrying that treasure.
A fighter cannot pick up treasure if they are already carrying one.
A fighter carrying treasure can use an action to drop the treasure.

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.

3.2.2 DAMAGE TABLE


STRENGTH > TOUGHNESS: Hit on 3-5, critical hit on 6.
STRENGTH = TOUGHNESS: Hit on 4-5, critical hit on 6.
STRENGTH < TOUGHNESS: Hit on 5, critical hit on 6.

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.

3.3 | WAIT ACTIONS


3.3.1 USING WAIT ACTIONS
WAIT ACTION AS A FIRST ACTION
 If a fighter uses the wait action as his first action in his activation, the fighter is said to be waiting.
 Place a wait token by the fighter to indicate it is waiting.
 If a fighter makes a wait action in this manner the activation ends, but that fighter can be activated once more later in
that combat phase and make 1 last action.
WAIT ACTION AS A LAST ACTION
 If a fighter makes the wait action as his last action in his activation, his activation ends.
 The wait action is used in this manner simply when the fighter has nothing else to do.

3.3.2 WAIT ACTIONS AND ABILITIES


If a fighter activates for a second time in the combat phase as a result of a wait action, he can use 1 ability in his second
activation even if an ability was used the first time he activated.
In addition, when activating for the second time, that 1 ability can be used by the fighter either before his action or after
his action.
When a rule or ability refers to ‘this fighter’s activation’, it means the fighter’s current activation.

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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.

3.4.2 DISENGAGE ACTIONS VS MOVE ACTIONS


Although the position of a fighter changes as part of a disengage action, it is not considered to be a move action in any
way. This means any abilities or rules that interact specifically with move actions do not interact with disengage actions.
A fighter cannot leap, jump down, climb or fly as part of a disengage action.

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.

3.5.2 BONUS ACTIONS


If an ability lets a fighter make any bonus actions, these are actions in addition to the 2 actions they can carry out
during an activation.

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.

3.5.4 DESPERATE LAST STAND


When all but 1 fighter in a player’s warband have been taken down, the remaining fighter can use any number of
abilities if the player activating that fighter has sufficient ability dice. This means that the fighter can use multiple
abilities at each point when it would normally only be able to use 1 (for example, it can use multiple abilities
before its first action, and multiple abilities again after its first or second action).

3.5.5 UNIVERSAL ABILITIES


[Double] RUSH
-Add 1 to the Move characteristic of this fighter until the end of their activation.
[Double] ONSLAUGHT
-Add 1 to the Attacks characteristic of attack actions made by this fighter that have a Range characteristic of 3 or less until
the end of their activation.
[Triple] RESPITE
-A fighter cannot use this ability if they are within 1" of any enemy fighters.
-Remove a number of damage points allocated to this fighter equal to the value of this ability.
[Triple] INSPIRING PRESENCE
-Pick a friendly fighter that has not activated yet this battle round and that is within 6" of this fighter.
-You can activate that fighter immediately after the activation of this fighter ends.
[Quad] RAMPAGE
-This fighter makes a bonus move action.
-Then, they can make a bonus attack action.

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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.

4.1.2 BATTELFIELD FLOOR


If a rule refers to the battlefield floor, this includes only the flat surface the battle is played upon and not any of the
terrain features. If a rule refers to the battlefield, this includes both the battlefield floor and terrain features.

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.

4.2.2 OPEN GROUND


A fighter can move across open ground without penalty.

4.2.3 IMPASSABLE TERRAIN


A fighter cannot move into impassable terrain.

4.2.4 DEADLY TERRAIN


If a fighter ever moves at least half of his base into deadly terrain, or begins to climb deadly terrain, or finishes a jump
upon deadly terrain or begins his move if he is already in deadly terrain (unless he remains stationary), the fighter
immediately suffers impact damage.
In addition, if a fallen fighter is placed within 1" of deadly terrain, they immediately suffer impact damage.
It is possible for a fighter to suffer impact damage more than once due to deadly terrain (a fall into deadly terrain).
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.

4.3.0 | OBSTACLES & COVER


4.3.1 DEFINITION OF COVER
An obstacle is any part of a terrain feature that prevents a fighter from moving horizontally and that is vertically more
than 1" high.
The target fighter of an attack action receives the benefit of cover if an imaginary line drawn between the closest points
on each fighter’s base passes through an obstacle. However, if the fighters are more than 1" away from each other, do not
count parts of obstacles within ½" of the fighter making the attack action.

4.3.2 BENEFIT OF COVER


If a fighter is benefiting from cover when targeted by an attack action, add 1 to his Toughness characteristic for that
attack action.

4.4.0 | PLATFORMS, STAIRS AND LADDERS, ARCHWAYS AND DOORS


4.4.1 PLATFORMS
A platform is a horizontally flat surface on a terrain feature with a surface area larger than 1" by 1", that is 1" or higher.
When an attack action targets an enemy fighter that is on a platform, the target fighter of that attack action receives the
benefit of cover if the fighter making the attack action is 3" or more vertically below the target fighter.

4.4.2 STAIRS & LADDERS


Stairs and ladders are treated as obstacles, with the following exceptions:
 A fighter that finishes his activation climbing stairs or a ladder is not said to have fallen and can remain part way
upstairs or a ladder (if it is not possible to physically place the fighter in his current location, make a note of where he is).
 When an attack action targets an enemy fighter that has ended his activation climbing stairs or a ladder and scores any
critical hits, the target fighter must take a falling test after the attack action has been resolved.
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4.3.3 ARCHWAYS & DOORS
As part of a move action, if a fighter is touching a part of a terrain feature defined as an archway or a door, that fighter
can make a normal move through it even if the miniature or its base is too large to physically fit through (or it is blocked
completely, as in the case of a closed door).
To move through an archway or a door, first measure the distance in a straight line through the horizontal center of the
archway or doorway. If the fighter has sufficient movement to pass through the archway or door and be placed on the
other side, they can move through it.
When fighters move through archways and doors, all other movement rules must still be followed.
Fighters with the Gargantuan, Mount and Beast runemarks cannot move through doors.

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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).

5.1.2 OPEN AND MATCHED PLAY


In open play and matched play, when mustering for a battle, you can include 1 HERO or ALLY in your warband.
HEROES and ALLIES cost points just like any other fighter, but allies are ignored for the purposes of the rule that
requires all fighters in a warband to share the same faction runemark.

5.1.3 NARRATIVE PLAY


In narrative play, HEROES and ALLIES can be added to your warband roster like any other fighter, either when you
are first filling out your warband roster or during the Add and Remove Fighters step of the aftermath sequence.
Your warband roster can include up to 3 HEROES or ALLIES in any combination.
When adding fighters to your warband roster, HEROES and ALLIES do not count towards the maximum number of
fighters you can add.
When mustering for a campaign battle, you can include 1 HERO or ALLY from your warband roster for every 2 areas of
territory your warband has dominated.
HEROES and ALLIES cost points just like any other fighter, but ALLIES are ignored for the purposes of the rule that
requires all fighters in a warband to share the same faction runemark.
If your warband can include THRALLS when mustering for a campaign battle, any HEROES or ALLIES you include in
your warband do not decrease the number of THRALLS you can include, and vice versa.
Like other fighters, HEROES and ALLIES can receive destiny levels, players must make injury rolls for them and they
can bear lesser artefacts. HEROES can bear artefacts of power and be chosen to be favored warriors, but ALLIES cannot.

5.1.4 HEROES AND ALLIES NEVER LEAD


When a fighter is included in a warband as a HERO or ALLY, if they have the Leader runemark on their fighter card,
this runemark is only used to determine which abilities the fighter can use.
A HERO or ALLY is not considered to have the Leader runemark for any other purpose or rule. This means that any
rule that refers to the leader of a warband does not refer to any HEROES or ALLIES in that warband as there can only
be 1 leader per warband.

5.1.5 HEROES, ALLIES AND ABILITIES


Heroes & allies can use any abilities for which they have all the required runemarks.
Heroes & allies can use any of the abilities on their faction’s ability tables for which they have the required runemarks.
Heroes & allies can use any of the universal abilities (including ‘Inspiring Presence’).
Heroes & allies can use Monster Hunting abilities.

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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.

6.1.2 TERRITORIAL PREDATORS


A chaotic beast is a type of fighter that belongs to no player’s warband.
Chaotic beasts treat all fighters as enemy fighters, except for fighters that have the same fighter card. However, chaotic
beasts will always treat thralls as enemy fighters even if they share identical runemarks.

6.1.3 BESTIAL INTELLECTS


When it is a player’s turn to choose a fighter from his warband to activate, he can instead choose a chaotic beast that
has not yet activated.
The player first rolls a dice. On a 3-6 he can activate that chaotic beast as normal. On a 1-2, his opponent can instead
activate that chaotic beast. When this happens, it still counts as the turn of the player who chose the chaotic beast, despite
his opponent being the one who gets to activate it.
If you are playing a battle with more than 2 players and a roll of a 1-2 occurs when activating a chaotic beast, the
opponents of the activating player roll off and the winner can activate that chaotic beast.
If there are any chaotic beasts in play that have not yet been activated that combat phase, a player must pick 1 of those
chaotic beasts to activate and cannot pass.
A chaotic beast can never use the wait action as its first action in its activation.

6.1.4 CHAOTIC BEASTS & ABILITIES


When a player activates a chaotic beast, he can use any of his ability dice to use chaotic beast abilities.
A chaotic beast can use abilities in the same manner as any other fighter.
As well as the universal abilities, chaotic beasts have their own abilities.

6.2.0 | ROAMING BEASTS


6.2.1 INCLUDING ROAMING BEASTS IN YOUR BATTLES
When a twist card with the Wild Creatures runemark is in play (excluding the Sinister Bargain twist card), if both
players agree, they can use Roaming Beasts instead of Chaotic Beasts to appear on the battlefield.
The players roll off and the winner picks 1 of the roaming beast categories: Wild Cave Creatures or Restless Undead.
Once the roaming beast category has been picked, fighters with the corresponding faction runemark must be set up.
The fighters that have been set up can have differing runemarks as long as they all have the same faction runemark.
Otherwise, the rules on the card are followed as normal.

6.2.2 TERRITORIAL PREDATORS & BESTIAL INTELLECTS


These fighters are subject to the Territorial Predators and Bestial Intellects rules in the same way as a chaotic beast.

6.2.3 ROAMING BEASTS & ABILITIES


Roaming Beasts cannot use any Chaotic Beasts’ abilities. Instead, they have their own abilities that they can use as well
as the universal abilities.

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.

6.3.2 DEPLOYING & PLAYING THRALLS


If a player is allowed any thralls in his warband, he can choose any fighter with both the same Grand Alliance faction
runemark and the Thrall runemark to become his thrall in his warband for that battle (treated as a friendly fighter).

6.3.3 THRALLS & ABILITIES


When a player activates a thrall in his warband, he can use any of his ability dice to use abilities with that thrall.
A thrall can use the universal abilities and the abilities on his ability card.

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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]

7.1.2 DEPLOYING & PLAYING MONSTERS


When monsters are deployed, they must be placed wholly within 5" horizontally of a deployment point instead of
wholly within 3".
Monsters can never carry treasure.

7.1.3 ACTIVATING MONSTERS


A monster can be activated 3 times in a battle round instead of only once, but each time it is activated it can make only
1 action instead of 2.
Each time a monster is activated it can use 1 ability before or after its action.
If a monster makes a wait action, its activation immediately ends; the monster is not said to be waiting and the rules for
waiting do not apply.

7.1.4 MOVE ACTIONS WITH MONSTERS


A monster can climb and jump like any other fighter; however, if at the end of a move action its base is not wholly on a
platform or the battlefield floor, it is said to have fallen.
If a monster is said to have fallen, any part of the model’s base can be placed on the point picked by your opponent
instead of just the center.

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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).

7.2.2 MONSTER-HUNTING ABILITIES


If any monsters are in play, all fighters except monsters themselves and fighters with the Beast runemark can use the
Monster hunting Abilities.
[Double] BINDING ROPES
-Pick an enemy fighter with the Gargantuan runemark within 1 of this fighter and roll a number of dice equal to the value
of this ability.
-For each 4+, subtract 1 from the Move characteristic of that fighter (to a minimum of 3) until the end of the battle.
[Double] DODGE AND EVADE
-Until the end of the battle round, add the value of this ability to the Toughness characteristic of this fighter when it is
being targeted by an attack action made by a fighter with the Gargantuan runemark.
[Double] JUMP ON ITS BACK
-Pick an enemy fighter with the Gargantuan runemark.
-Until the end of the battle round, if that fighter starts a move action within 1" of this fighter, then after that move action,
you can remove this fighter from the battlefield and set them up within 1" of that fighter.
[Triple] GO FOR THE EYES
-If the next attack action made by this fighter this activation that targets an enemy fighter with the Gargantuan runemark
scores any critical hits, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by that fighter
until the end of the battle.
[Triple] GUTTING STRIKE
-Add the value of this ability to the damage points allocated by each critical hit from attack actions made by this fighter
this activation that have a Range characteristic of 3 or less and that target an enemy fighter with the Gargantuan
runemark.
[Quad] TAUNT
-Pick a visible enemy fighter with the Gargantuan runemark that is within 6" of this fighter and roll a number of dice equal
to the value of this ability.
-If a 4+ is rolled on any of the dice, then until the end of the battle round or until this fighter is taken down, attack actions
made by that fighter must target this fighter.

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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.

8.1 | MUSTERING A WARBAND


Each player musters their warbands by adhering to the 4 rules below, and then reveal their warbands to each other.
1. The warband must include at least 3 and no more than 15 fighters.
2. The combined points value of all the fighters in a player’s warband cannot exceed 1000.
3. All fighters in a player’s warband must share the same faction runemark.
4. The warband must include 1 fighter with the Leader runemark, chosen as the sole LEADER. Though a warband
may have more fighters with the Leader runemark (See 5.0 Heroes & Allies), any rule that refers to the LEADER of a
warband will always refer to that one fighter only.

8.2 | DETERMINING PRIORITY


The players roll off. It will determine who takes priority when setting up the battle.
This roll-off is referred to as the priority roll.

8.3 | FORMING BATTLE GROUPS


Starting with the player who lost the priority roll, each player splits their warband into three groups: the Dagger, the
Shield and the Hammer. Each of these groups is referred to as a battle group.
Each battle group must have at least 1 fighter and cannot have more than half the total fighters in the warband.
In addition, at least a third of the fighters in the warband (rounding up) must be in the Shield.

8.4 | DETERMINING THE BATTLEPLAN


To generate a battleplan, resolve the following steps in order:
8.4.1 USING THE DIFFERENT BATTLEPLAN CARDS
Battles use randomly drawn battleplan cards to decide how the terrain and warbands are set up, what the victory
condition of the battle is, and if there are any twists in play.
The player who won the priority roll draws 1 card from each deck.
Once all the cards have been drawn, and the battlefield and warbands are set up, the players are ready to begin.

8.4.2 TERRAIN CARD


Set up the terrain features on the battlefield as shown on the terrain card. Battlefields are 22" in width, 30" in length.
Players can substitute one or more of the terrain features with different terrain features from their collection.

8.4.3 DEPLOYMENT CARD


Priority roll winner picks who uses the red and blue deployment points shown on the card, and then sets up his dagger
followed by his opponent. Proceed in the same order for the Shields and the Hammers.
Same battle group fighters must be set up wholly within 3" horizontally, but any distance vertically, of their
corresponding deployment point.

8.4.4 VICTORY CARD


This card determines the victory conditions, how the winner of the battle is chosen, and how long the battle will last.
If the card instructs the players to determine who is the attacker and who is the defender, to place any objective markers
or treasure tokens, or to do anything else before the battle begins, this is done in this step.

8.4.5 TWIST CARD


This card has a special rule that applies to that battle.

8.5 | TIED GAMES


When the battle ends, if neither player has achieved the victory conditions on the victory card, the battle continues for
another battle round before ending.
Check the victory conditions once more to see if one of the players is declared the winner. If neither player has achieved
the victory conditions, keep playing further battle rounds until all the fighters left on the battlefield are from one player’s
warband – that player is declared the winner.
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Open Play
9.0 OPEN PLAY TERRAIN
Open play terrain rules give alternatives to the core rules of section 8.0 that uses terrain kits from Games
Workshop and terrain cards to determine the scenery, and allow players to use a collection of bespoke
scenery features to create their own battlefields.

9.1.0 | HOW TO USE BESPOKE TERRAIN FEATURES


9.1.1 TERRAIN SET-UP METHOD ONE: THE ARCHITECT OF FATE
One player is assigned the role of the Architect of Fate. This player sets up all the scenery features on the battlefield
before any of the battleplan cards are drawn.
When the battleplan cards are drawn, no terrain card is drawn.
In addition, the player who did not set up the terrain decides how to orientate the deployment card with the battlefield
and chooses which player will use the red deployment points and which player will use the blue deployment points.

9.1.2 TERRAIN SET-UP METHOD TWO: USING THE TERRAIN GENERATOR


Follow these steps:
1. Use the terrain generator on next page to determine the total number of scenery features to be set up on the board.
2. The players then take it in turns to choose a scenery feature from their collection and set it up on the battlefield.
3. Once all the scenery features have been set up, the players roll off. The winner determines the orientation of the
battlefield by picking one table edge to be ‘north’ and aligning it with the Orientation runemark.
4. The rest of the battleplan is determined as normal.

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.

9.1.4 USING THESE METHODS IN NARRATIVE AND MATCHED PLAY


NARRATIVE PLAY
 If both players agree, when playing a campaign battle that is not a convergence, the players can use one of these
methods to set up the terrain.
 The first method (The Architect of Fate) works particularly well with narrative play because it allows one player to
create an atmospheric location in which the campaign battle will take place.
MATCHED PLAY
 If both players agree, these methods can be used in matched play battles.
 The second or third methods work particularly well as it is important that the battles are fought on a varied amount of
terrain. This is because some warbands will naturally favor sparse terrain while others will favor dense terrain.

9.2.0 | TERRAIN GENERATOR


[ Tome of Champions 2019, p. 8 or Tome of Champions 2020, p. 111]

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10.0 COALITION OF DEATH
Coalition of Death games feature two sides made up of multiple warbands.

10.1 | GETTING ORGANIZED


10.1.1 TWO TEAMS
Players first need to divide themselves into two teams.
It does not matter if one team has fewer players than the other team, as long as each team is able to field a roughly
equal points’ worth of fighters.

10.1.2 FRIENDLY AND ENEMY FIGHTERS


Only fighters within the same warband are considered to be friendly fighters.
Fighters in different warbands but on the same team consider each other to be neither friendly nor enemy fighters.
Thus, actions or abilities used by a fighter do not affect fighters from other warbands on the same team.
All fighters in warbands on the opposing team are enemy fighters.

10.1.3 THE BATTLEFIELD


The battlefield is assumed to be 2 Warcry battlefield mats placed next to one another on the long battlefield edge to form a
30" by 44" rectangle. This is a good-sized battlefield for teams that consist of 2-4 players

10.2 | MUSTERING THE WARBANDS


Rather than having a points limit for each warband, the players agree on a total points limit for each team and
then divide the points between the players’ warbands as they see fit.
Each player musters 1 warband, adhering to the following rules:
1. The warband must include at least 3 fighters.
2. All fighters in the warband must share the same faction runemark.
3. The warband can include any number of thralls.
4. The warband must include 1 fighter with the Leader runemark, chosen as the sole LEADER. Though a warband
may have more fighters with the Leader runemark (see Core Rules 5.0), any rule that refers to the LEADER of a warband
will always refer to that one fighter only.
Once both teams have mustered all their warbands, all players reveal their warbands to each other.

10.3 | DETERMINING PRIORITY AND FORMING BATTLE GROUPS


THE PRIORITY ROLL
 If one team has fewer players than the other, that team automatically wins the priority roll.
 Otherwise, one player from each team rolls off to determine which team wins the priority roll.
BATTLE GROUPS
 Starting with the team who lost the priority roll, each player splits their warband into a Dagger, Shield and Hammer.

10.4 | DETERMINING THE BATTLEPLAN


To generate a Coalition of Death battleplan, resolve the following steps in order:

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.

10.5 | PLAYING COALITION OF DEATH: RULES AMENDMENTS


10.5.1 HERO PHASE
Each player has their own 6 initiative dice. These dice cannot be swapped between players in the team.
When determining initiative, total up the number of singles for each team. The team with the most singles has the
initiative.
In the case of a tie, the team with fewer players has the initiative. Otherwise, 1 player from each team rolls off and the
winning team has the initiative.

10.5.2 WILD DICE


Each player receives 1 wild dice at the start of the hero phase.
The team with the initiative first declares how each of their players will use their wild dice, followed by the other team.
Wild dice cannot be shared between players on a team and cannot be used to turn another player’s singles into a double
or be added to another player’s ability dice.
If one team has fewer players than the other, each player in the smaller team receives 1 additional wild dice at the start
of the battle.

10.5.3 RESERVE PHASE


During the reserve phase, the team with the initiative first deploys any reserve battle groups that come into play,
followed by the opposing team.

10.5.4 COMBAT PHASE


During the combat phase, each team takes it in turns activating fighters, starting with the team that has the initiative.
When it is a team’s turn, each player in that team activates 1 of their fighters, one player at a time.
The order in which players take these activations can vary from turn to turn, but each player fully completes 1
activation with their fighter before the next player in their team activates 1 of their fighters.
If a fighter is said to have fallen, one player on the opposing team is nominated by the opposing team to be the
‘opposing player’ to resolve the rule.

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11.0 TRIUMPH & TREACHERY
Triumph & Treachery games are battles for 3-4 players that pit every player against the others.

11.1 | MUSTERING THE WARBANDS


Each player musters 1 warband as described in the core rules.
Once all players have mustered all their warbands, all players reveal their warbands to each other.

11.2 | DETERMINING PRIORITY


When setting up a battle, the players first roll off to determine priority order.
The winner of the roll-off is first in the priority order, the player who came second is second in the priority order, and
so on through to the player who came last, who is last in the priority order.
If any players were tied during the roll-off, those players roll off again to determine who is before the other in the
priority order.

11.3 | FORMING BATTLE GROUPS


In reverse priority order, players split their warband into a Dagger, Shield and Hammer following the normal rules.

11.4 | DETERMINING THE BATTLEPLAN


To generate a Triumph & Treachery battleplan, resolve the following steps in order:

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.

11.4.4 HIDDEN AGENDA


Once the victory condition has been determined, each player then chooses a Hidden Agenda [ Core Book, p. 60]
A Hidden Agenda is a secondary objective. Each player secretly notes down their Hidden Agenda and any other
relevant details for it to be revealed at the end of the battle.

11.5 | PLAYING TRIUMPH & TREACHERY: RULES AMENDMENTS


11.5.1 HERO PHASE
In the hero phase, an initiative order is determined by counting the number of singles each player has.
The player with the most singles is first in the initiative order, the player with the second most is second in the
initiative order, and so on through to the player with the least singles, who is last in the initiative order.
If players are tied, those players roll off to determine who is before the other in the initiative order.
Players declare how they will use wild dice in initiative order.

11.5.2 SEIZING THE INITIATIVE


Players can still attempt to seize the initiative from those before them in the initiative order by adding wild dice to the
total number of singles they have.
Once all players have declared any wild dice they will use this battle round, count the number of singles each player has
once more to redetermine the initiative order.
If the number of singles any players have is now tied (and was not previously), those players roll off to determine who is
before the other in the initiative order.

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11.5.3 RESERVE PHASE
The reserve phase is resolved in initiative order.

11.5.4 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 (roll off if there are multiple enemy fighters that are the closest).

20
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.

12.1 | MUSTERING THE WARBANDS


Each player musters a warband by adhering to the following rules:
1. The warband must include at least 1 and no more than 3 fighters.
2. The combined points value of all the fighters in a player’s warband cannot exceed 250.
3. All fighters in a player’s warband must share the same faction runemark.
4. No more than 1 fighter with the Leader runemark can be included in the warband.
5. No allies, thralls or monsters can be included in the warband.

12.2 | DETERMINING PRIORITY


When setting up a Triumph & Treachery Pit Fight, the players first roll off to determine priority order.
The winner of the roll-off is first in the priority order (re-rolling in the event of a tie), the player to their left is second,
and so on.

12.3 | FORMING BATTLE GROUPS


The normal rules for battle groups are not used in Triumph & Treachery Pit Fights. Instead, all fighters in a player’s
warband are considered to be in a single battle group.

12.4 | DETERMINING THE BATTLEPLAN


To generate a Triumph & Treachery Pit Fight battleplan, resolve these steps in order

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.

12.5 | PLAYING PIT FIGHTS: RULES AMENDMENTS


12.5.1 HERO PHASE
In the hero phase, an initiative order is determined by counting the number of singles each player has.
The player with the most singles is first in the initiative order, the player to their left is second in the initiative order,
and so on.
If players are tied for the most singles, those players roll off to determine who is first in the initiative order.
Players declare how they will use wild dice in initiative order.

12.5.2 SEIZING THE INITIATIVE


Players can attempt to seize the initiative from the player who is first in the initiative order by adding wild dice to the
total number of singles they have.
Once all players have declared any wild dice they will use this battle round, count the number of singles each player has
once more to redetermine who is first in the initiative order.
If the number of singles any players have is now tied (and was not previously), those players roll off to determine who is
first in the initiative order.

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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).

12.5.4 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 (roll off if there are multiple enemy fighters that are the closest).
The special rules of section 12.6 are in play during a Triumph & Treachery Pit Fight.

12.6 | SPECIAL RULES


12.6.1 REACTIONS
Each time a fighter is targeted by an attack action and the target fighter is within 2" of the attacking fighter, the player
controlling the target fighter can choose for them to react.
This occurs before any hit rolls are made.
When a fighter reacts, the controlling player first spends 1 of their singles from that battle round and then chooses 1 of
the reactions below.
PARRY
 The player controlling the target fighter rolls a dice.
 On a 4+, subtract 1 from the Attacks characteristic of that attack action (to a minimum of 1).
GRAPPLE
 Both the player controlling the attacking fighter and the player controlling the target fighter roll a dice.
If the roll of each dice is the same, the fighters are locked in a bitter brawl and the attack action fails; however, the 
attacking fighter is still considered to have made 1 action.
 Otherwise, the attack action is made as normal.
RIPOSTE
 The player controlling the target fighter rolls a dice.
 On a 4+, allocate D3 damage points to the attacking fighter after the attack action has been resolved.
 Damage points are allocated even if the target fighter is taken down.

12.6.2 RANDOM EVENTS


At the start of the combat phase, before the first fighter is activated, the player first in the initiative order rolls 2D6 on
the Random Events table opposite. The effect is immediately resolved.
RANDOM EVENTS TABLE (2D6)
2-3 ‘RELEASE THE MONSTER!’
 The player first in the initiative order can set up 1 monster on the battlefield within 3" of the battlefield edge.
 If you do not have one monster or you are playing a Dungeon Pit Fight, treat the result as ‘Release the Beasts’ instead.
 If this result is rolled more than once in the battle, treat each subsequent result as ‘The Crowd Turns Ugly’ instead.
4-5 VICIOUS TRAPS
 Each player rolls a dice for each of their fighters on the battlefield floor.
 On a 1, that fighter has activated a trap. Roll a D6 on the table below to determine which trap.
1-3 Spike Trap: Allocate D6 damage points to that fighter.
4-5 Arcane Explosion: Allocate 2D6 damage points to that fighter.
6 Abyssal Pit: That fighter is taken down.
6-7 THE CROWD TURNS UGLY
 Subtract 1 from the value of abilities used by all fighters (to a minimum of 1) until the end of the battle round.
8-10 THE CROWD ROARS
 Add 1 to the Move characteristic of all fighters until the end of the battle.
11-12 'RELEASE THE BEASTS!'
 The player first in the initiative order can setup any number of chaotic beasts on the battlefield with a combined points
value of 250 or less.
 The chaotic beasts must be setup as a single group, each within 3" of the battlefield edge and each within 3" of another
chaotic beast from the group.

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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).

12.7.1 THE DUNGEON BATTLEFIELD


Once warbands have been mustered and the priority order determined, the players agree on a dungeon battlefield to
use for the battle.

12.7.2 DUNGEON TERRAIN


Bridges are set up as normal.
Dungeon doors are set up in priority order.
Once all dungeon doorways have a dungeon door upon them, the players each set up 1 unique dungeon feature in
priority order.

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.

12.8 | INCLUDING A PIT FIGHT IN A NARRATIVE CAMPAIGN


Triumph & Treachery Pit Fights can be a lot of fun to include in a wider campaign (See Narrative Play).

12.8.1 PIT FIGHTS IN NARRATIVE CAMPAIGNS: RULES AMENDMENTS


 All fighters in the players’ warbands must be chosen from their warband rosters.
 During the aftermath sequence, when determining the glory points earned by each player from the Pit Fight, use the
table below instead. You might find it useful to keep track of the glory points you earn as you fight the battle rather than
calculating them at the end.
 During the aftermath sequence, players do not advance on their campaign progress trackers.

EARN GLORY POINTS


VICTORY
Won the battle. 3 glory points
DISPLAYS OF BRUTALITY
An enemy fighter was taken down by an attack action made by or an ability used by a fighter in your 1 glory point
warband each time
DISPLAYS OF RESILIENCE
At the end of the battle round, at least 1 fighter in your warband was on the battlefield. 1 glory point
DISPLAYS OF SHOWMANSHIP
A fighter in your warband used a [triple] or [quad] ability. 1 glory point
each time

12.8.2 RUNNING A CAMPAIGN EVENT


A campaign event is a series of linked battles akin to a small tournament. At the end of the campaign event, the winner
will be crowned the champion of the arena. To play through a Pit Fight campaign event, use the following rules:
 The campaign event consists of 3 rounds.
 The players will each fight 1 battle in each round, using the following victory cards [ Tome of Champions 2020, p. 11]:
Round 1: Champion of Gladiators | Round 2: Escape the Arena | Round 3: Lord of the Pit.
Players keep a running tally of the glory points they earn during the campaign event.
After the 3 rounds, the player with the most glory points is declared the winner and receives the artefact of power
below.
More than 6 players can take part in a campaign event by fighting multiple battles simultaneously in each round. Each
battle should have as close to an equal number of players as possible (for example, 13 players should be divided into 3
groups: 2 groups of 4 and 1 group of 5). In the first round, you can assign players to each group randomly. In rounds 2 and
3, the players should be sorted into groups depending on the number of glory points they have earned so far - if there is an
odd number of players, there should be more players in the groups with fewer glory points.
At the end of the campaign event, if any players are tied, we recommend a quick fight to the death for those players by
using the battleplan FIGHT TO THE DEATH [ Tome of Champions 2020, p. 15].

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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.

13.1 | THE WARBANDS


Instead of mustering a warband, each player picks 1 fighter with the Gargantuan runemark.
This fighter is referred to as the player’s monster.

13.2 | PRIORITY ORDER


When setting up a Monstrous Melee, the players first roll off to determine priority order.
The winner of the roll-off is first in the priority order (re-rolling in the event of a tie), the player to their left is second,
and so on.

13.3 | BATTLE GROUPS


The rules for battle groups are not used in Monstrous Melees.

13.4 | THE BATTLEPLAN


To generate a Monstrous Melee battleplan, resolve these steps in order:

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.

13.5 | PLAYING MONSTROUS MELEES: RULES AMENDMENTS


13.5.1 HERO PHASE
In the hero phase, an initiative order is determined by counting the number of singles each player has.
The player with the most singles is first in the initiative order, the player to their left is second in the initiative order,
and so on.
If players are tied for the most singles, those players roll off to determine who is first in the initiative order.
Players declare how they will use wild dice in initiative order.

13.5.2 SEIZING THE INITIATIVE


Players can attempt to seize the initiative from the player who is first in the initiative order by adding wild dice to the
total number of singles they have.
Once all players have declared any wild dice they will use this battle round, count the number of singles each player has
once more to redetermine who is first in the initiative order.
If the number of players with the most singles is now tied (and was not previously), those players roll off to determine
who is first in the initiative order.

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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).

13.6 | SPECIAL RULES


13.6.1 ACTS OF DOMINANCE
If an opponent’s monster is taken down by an attack action or ability performed by your fighter, you gain 1 additional
wild dice that you can use in the next hero phase.
In addition, if you use the ‘Demolishing Rampage’ ability and remove any terrain features as a result, you gain 1
additional wild dice that you can use in the next hero phase.

13.6.2 STAMINA POINTS


Each monster starts the battle with 3 stamina points.
Each player then compares the points cost of their monster with the player whose monster costs the most points.
For every 20 points of difference, the player whose monster costs fewer points gains 1 additional stamina point.
At the start of the second combat phase and each subsequent combat phase, each player regains 1 of their spent
stamina points.

13.6.3 ACTIONS AND ABILITIES


When your monster has been activated, it can make 1 action and, if you have sufficient wild dice, use 1 ability.
Once it has done so, roll a dice.
 On a 4+, your monster can make 1 additional action or, if you have sufficient wild dice, use 1 additional ability, but you
must spend 1 stamina point for it to do so. If it does so, after that additional action or additional ability, roll a dice again.
 On a 4+, your monster can again make 1 additional action or, if you have sufficient wild dice, use 1 additional ability,
spending another stamina point to do so.
Keep repeating this process until you fail to roll a 4+, you decide that your monster will not make an additional action
or use an additional ability, or you run out of stamina points.

13.6.4 ATTACK ACTIONS


Attack actions work differently. After you have chosen a target for an attack action and a weapon to attack with, both
you and the player controlling the target monster must make a grapple roll.
To do so, both players roll a dice.
 If the roll of each dice is the same, the monsters are locked in a bitter brawl and the attack action fails; however, your
monster still considered to have made 1 action.
 If the roll of each dice is different, your monster can make the attack action, but the Attacks characteristic of the weapon
they are using changes to match the result of your grapple roll.
Any abilities that affect the Attacks characteristic do so as normal

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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.

14.1 | EXHIBITION BATTLES


Exhibition Battles allow to quickly generate a fair battleplan with limited decks of battleplan cards.

14.1.1 SETTING UP AN EXHIBITION BATTLE


Follow the rules for setting up a battle in the core rules as normal, except for the battleplan cards.
Before drawing the battleplan cards, first go through the deployment and victory decks and remove every card which
does not have the Symmetrical runemark. This will remove the asymmetrical cards from the deployment and victory decks
and will enable you and your opponent to quickly set up a battle where both warbands have the same victory condition.

14.2 | PITCHED BATTLES


Pitched Battles use preset battleplans designed to set a level playing field, and offer a wide range of
tactical challenges.

14.2.1 ORIGINAL PITCHED BATTLES & NEW SEASONS


There are 12 original Pitched Battle battleplans in total, divided into two sets of 6.
Each of these sets encourages players to build a well-balanced warband if they are to master all the battleplans contained
within, making them a great tool for both tournament organizers and two players looking for a challenging battle.
There are also 12 new Pitched Battle battleplans to be used instead of- or alongside- the 12 original Pitched Battle
battleplans: 6 for the 2019-20 season and 6 more for the 2020-21 season.

14.2.2 SETTING UP A PITCHED BATTLE


Follow all the core rules for setting up a battle as normal, but do not draw a deployment card or victory card.
Instead, first draw a terrain card and twist card, then the players roll off. The winner chooses which battleplan table to
roll on (A or B), and then rolls a dice to determine which battleplan is used.
Once the battleplan has been determined, resolve the terrain, deployment, victory and twist rules in the order
described in the core rules (See 8.0).
ORIGINAL SEASON SEASON 1 SEASON 2
Pitched Battles 2019 Pitched Battles 2019-2020 Pitched Battles 2020-2021
[ Core Book, p. 74-77] [ Tome of Champions 2019, p. 105-107] [ Tome of Champions 2020, p. 97-99]
BATTLEPLAN TABLE A BATTLEPLANS BATTLEPLANS
1. Drawn and Quartered 1. Treasure Hunters 1. Cursed Relics
2. Bloodmarked 2. The Relic 2. Escalating Glory
3. Sudden Death 3. Cleanse 3. Turf War
4. Raze 4. Breakthrough 4. Kill and Maim
5. No Mercy 5. Shifting Tides 5. Strike the Heart
6. The Comet 6. Conquer 6. Diminishing Gains
BATTLEPLAN TABLE B
1. Hunt for Glory
2. Shock and Awe
3. Burn and Pillage
4. No Quarter
5. Vanquish
6. The Prize

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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.

14.3.2 TOURNAMENT ROUNDS


A tournament is played in a series of tournament rounds. Each round, the tournament organizer will randomly
determine the battleplan that all players will play and the twist card that will be in play.
The two battleplan tables for Pitched Battles are each designed to be self-enclosed sets of battleplans that encourage
players to bring warbands with a good mix of fighters, and to spread their fighters across their Dagger, Shield and
Hammer in an even manner.
In the first tournament round, the players are randomly drawn an opponent.
In each subsequent tournament round, the players with the two highest tournament points scores play each other, as
do the players with the next two highest tournament points scores, and so on.
Players are awarded tournament points after each battle as follows:
Won the battle and less than half of the fighters in your warband were taken down = 20 points
 Won the battle and half or more of the fighters in your warband were taken down = 15 points
 Lost the battle and half or more of the fighters in your opponent’s warband were taken down = 5 points
 Lost the battle and less than half of the fighters in your opponent’s warband were taken down = 0 points
 Completed your Hidden Agenda (see opposite) = 1 point

14.3.3 HIDDEN AGENDAS


Hidden Agendas are secondary objectives players attempt to achieve during the tournament.
There are 12 HIDDEN AGENDAS to choose from [ Tome of Champions 2019, p. 108-109] [ Tome of Champions 2020, p.
100-101].
Players each choose a Hidden Agenda at the start of the hero phase in the first battle round and reveal them
simultaneously (for example, by placing a dice under their hand and revealing them at the same time).
A player cannot choose the same Hidden Agenda twice during a tournament, and any Hidden Agenda they have
previously chosen must be clearly marked on their tournament roster.

14.3.4 ESCALATION TOURNAMENTS


Many players are keen to incorporate some aspects of Warcry campaigns into a tournament setting. This allows players
to enjoy the narrative elements a campaign brings to a competitive environment.
This style of tournament is referred to as an escalation tournament.

14.3.5 ESCALATION TOURNAMENTS RULES AMENDMENTS


1. For each tournament round after the first, each player receives 1 additional wild dice in the hero phase of the first battle
round. For example, in the third battle of the tournament, each player would receive 2 additional wild dice in the hero
phase of the first battle round.
2. At the start of each battle after the first, the players roll off. Starting with the player who won the roll-off, each player
picks 1 fighter to gain a destiny level, and then rolls for 1 lesser artefact on the LESSER ARTEFACT TABLE [ Core Book,
p. 68-69] or the ESCALATION LESSER ARTEFACT TABLE [ Tome of Champions 2019, p. 110] [ Tome of Champions 2020,
page 102].
3. At the start of certain battles, players may receive either 1 artefact of power or 1 command trait. To receive an artefact
of power, pick one from the ESCALATION ARTEFACTS OF POWER TABLE [ Tome of Champions 2019, p. 111] [ Tome
of Champions 2020, p. 103] and then decide which fighter in Your warband will bear it. Alternatively, some tournaments
might decide that the players must roll on the table instead of picking. Do the same when receiving an ESCALATION
COMMAND TRAIT [ Tome of Champions 2019, p. 112] [ Tome of Champions 2020, p. 104]
Destiny levels gained are in effect for the rest of the tournament.
Lesser artefacts gained before each battle are automatically removed after the end of that battle.
Escalation lesser artefacts are [Consumable]. Once they have been used, they are removed from the warband roster.
An escalation command trait can only be given to your leader.

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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.

15.1 | EMBARKING UPON A CAMPAIGN


15.1.1 CHOOSING A CAMPAIGN QUEST
At the heart of every campaign is the quest your warband is striving to achieve. This is referred to as a campaign
quest. To play through a campaign, you will first need to choose a campaign quest and fill out a warband roster
for your warband. Once you have done so, you are ready to challenge any opponent to a campaign battle.
The campaign quest you choose for your warband is unique to you, and charts the progress of your warband only.
Each campaign quest has one or more faction runemarks to denote which warbands can embark upon it.
You can find a whole array of different campaign quests to choose from in the campaign section of the all the different
books, on the Warhammer Community website or in White Dwarf. They are listed at the end of this section.

15.1.2 CHOOSING OPPONENT PLAYERS


You can challenge any opponent to a campaign battle, so long as they too have chosen a campaign quest and filled out a
warband roster.
Some players may be part of a group of players that decide to all embark upon a campaign at the same time, and to only
challenge those within their group to campaign battles. Other players might play a different opponent each week at their
local club or games store. There is no right or wrong way to play through your campaign, and the rules presented here are
flexible to cater to the needs of the individual player.

15.2 | CAMPAIGN QUESTS


Each campaign quest contains the following:
1. TERRITORY RULES
 Each campaign quest has its own territory rules that enable your warband to dominate areas within the Eightpoints.
 The territory rules for each campaign quest are detailed in full upon it.
2. ARTEFACTS OF POWER AND COMMAND TRAITS TABLES
 Each campaign quest has 1 table of artefacts of power and 1 table of command traits.
 As your warband progresses you will be awarded items from these lists at certain points. This is explained in the
aftermath sequence.

15.3 | WARBAND ROSTER


15.3.1 CAMPAIGN QUEST & WARBAND INFORMATION
After choosing a campaign quest, you will need to fill out a warband roster [ Core Book, p. 160].
First, note down the campaign quest you have chosen, then fill in the other areas of player and warband information
such as your warband’s name and its background.
Inspirational names and background traits to help you personalize your warband for every faction can be found in the
various background tables. [ Core Book, p. 134-151] [ Tome of Champions 2019, p. 86-101] [ Sentinels of Order, p. 82-91]
[ Agents of Chaos, p. 84-90] [ Harbingers of Destruction, p. 36-41] [ Bringers of Death, p. 38-41]

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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.

15.3.3 CAMPAIGN PROGRESS TRACKER


The warband roster includes a campaign progress tracker. This tracks how close your warband is to completing the goal
of their quest.
There are 12 points on the campaign tracker referred to as map points.
Your warband begins on the map point labelled ‘Start’. You can indicate the progress of your warband by marking the
map point they have reached (see 16.0 Aftermath Sequence).

15.3.4 PREPARING FOR YOUR FIRST CAMPAIGN BATTLE


When first filling out your warband roster, you can ignore the Lesser Artefacts, Artefacts of Power, Command Traits,
Destiny Levels, Territories and Glory Points sections, as these only come into play after your first campaign battle.

15.3.5 ARTEFACTS AND COMMAND TRAITS


Each fighter can be the bearer of 1 artefact of power and 1 lesser artefact.
In addition, your leader can have 1 command trait (see 16.0 Aftermath Sequence).

15.3.6 DESTINY LEVELS


Each fighter can gain up to 3 destiny levels (see 16.0 Aftermath Sequence).
If a fighter gains a destiny level you can mark one of the icons to indicate so.
During a campaign battle, if a fighter spends their destiny level, you can place a counter on it to indicate it is spent.

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.

15.3.8 GLORY POINTS


After a campaign battle, your warband will gain a number of glory points, which can be spent during the aftermath
sequence (see 16.0).

15.4 | PLAYING A CAMPAIGN BATTLE


15.4.1 RULES AMENDMENTS
Once you have chosen your campaign quest and filled out your warband roster, you are ready to start playing
campaign battles against opponents. Remember you can challenge any player to a campaign battle if they too have chosen
a campaign quest and filled out a warband roster.
Both players must agree to playing a campaign battle instead of a normal battle.
To play a campaign battle, players use the core rules for setting up a battle with the following amendments:
 When mustering a warband for the battle, all fighters chosen must be taken from your warband roster.
 Players may be able to muster more than 1000 points of fighters if they have dominated territory or have spent glory
points on reinforcements (see 16.0 Aftermath Sequence).
 After playing the battle, both players must complete the aftermath sequence.

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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.

15.4.3 THE NARRATIVE OF CONVERGENCES


For the Aspirant warband, a convergence represents a pivotal moment in their quest. Success or failure balances on the
edge of a blade, with only the Adversary warband standing between them and their goal.
For the player controlling the Adversary warband, playing through the convergence offers not only a chance to earn
some extra treasure, but also lets you interact with the world of the Eightpoints as the fighters of your warband take on a
new role.

15.4.4 DECISIVE BATTLES


If the Aspirant warband loses the convergence, they must play through it again and win the battle before they can
advance to the next map point on their campaign progress tracker.
The next time the convergence is played through, it can be against the same opponent or a new opponent.

15.4.5 SPOILS OF WAR


The player controlling the Adversary warband gets to make an additional search for lesser artefacts in the aftermath
sequence after a convergence (see 16.0 Aftermath Sequence).

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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

16.1.2 STEP 1: EARN AND SPEND GLORY POINTS


After playing a campaign battle, each player receives a number of glory points as described in the table below (these
factors are all cumulative). Players note down their total glory points on their warband roster.
These glory points are kept from battle to battle during the campaign until spent.
There are a few ways players can spend their glory points during the campaign:
1. DOMINATING TERRITORY
 Players can choose to spend glory points straight away to dominate an area of territory.
 Each campaign quest has its own territory rules which detail how to dominate territory.
2. REINFORCEMENTS
 Players can choose to spend any of their glory points before picking their warband for a campaign battle if their
warband has less dominated territory than their opponent or the battle is a convergence battle and their warband is the
Aspirant warband.
 If they spend 1 glory point, they can increase the number of points they have available to spend on fighters by 50.
 If they spend 3 glory points, they can increase the number of points they have available to spend on fighters by 100.
 A player cannot spend more than 3 glory points in this manner before a campaign battle.
3. ADDITIONAL SEARCH ROLL
 Players can choose to spend glory points in the Search for Lesser Artefacts step.
 To do so, they can choose to spend 3 glory points to make an additional search roll upon the lesser artefacts table (see
16.1.6). A player cannot spend more than 3 glory points in this manner during that step.
EARNING GLORY POINTS
Took part in a campaign battle 3 glory points
The leader of your opponent’s warband was taken down 1 glory point
At least one third of the fighters in your opponent’s warband were taken down 1 glory point
At least two thirds of the fighters in your opponent’s warband were taken down 1 glory point
All the fighters in your opponent’s warband were taken down 1 glory point
Won the battle 2 glory points
Your opponent’s warband has at least 2 more areas of dominated territory than your warband 1 glory point

16.1.3 STEP 2: MAKE INJURY ROLLS


If a fighter from your warband was taken down in the battle, there is a chance the wounds received will be fatal and the
fighter will die.
You must make an injury roll for each fighter that was taken out in the battle.
To do so, roll a 2D6 and consult the following table: 2-3 Slain | 4-5 Lost Favor | 6+ Full Recovery
SLAIN: If you roll the ‘Slain’ result for a fighter, you must remove that fighter from your warband roster. If that fighter
has lesser artefacts or artefacts of power, these too are lost. This will free up a space on your warband roster to add a new
fighter. DESTINED FOR GREATNESS: If you roll the ‘Slain’ result for a fighter with the Leader runemark, that fighter
does not die. Instead treat the result as ‘Lost Favor’.
LOST FAVOUR: If you roll the ‘Lost Favor’ result for a fighter that has gained any destiny levels, they lose one of those
destiny levels. Otherwise, it has no effect.
FULL RECOVERY: If you roll the ‘Full Recovery’ result for a fighter, they suffer no effects.

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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.

16.1.5 STEP 4: ADD AND REMOVE FIGHTERS


Players can choose to remove any fighters from their warband roster and add new fighters if there is space using the
following rules:
 Any fighter except the leader can be removed from your warband roster. If you do so, any lesser artefacts or artefacts of
power that fighter bear are lost.
 New fighters can be added to the warband roster. The limits still apply when adding new fighters (see 15.3.2).

16.1.6 STEP 5: SEARCH FOR LESSER ARTEFACTS


There are many items of treasure that warbands may come to acquire. After a campaign battle, each player can make 1
search roll upon a lesser artefacts table to see if they obtain any lesser artefacts.
When searching for lesser artefacts, a player can choose to roll on the Lesser Artefacts table of the Core Book
[ Core Book, p. 68-69] or on the Lesser Artefacts table that corresponds to the Grand Alliance to which their
warband belongs [ Tome of Champions 2020, p. 86-93]. If a player can make multiple search rolls during the aftermath
sequence, they are free to make some search rolls on their corresponding Grand Alliance lesser artefacts table or on the
lesser artefacts table in the Core Book.
To search for a lesser artefact, roll 2 dice: the first indicates the tens roll, the second indicates the units roll (this is also
referred to as a D66) Then, look up the corresponding result on the chosen table.
BEARING LESSER ARTEFACTS
 If your warband obtains a lesser artefact, you must decide which one of the fighters in your warband will bear it.
 A fighter can bear no more than 1 lesser artefact at any time, but can bear both a lesser artefact and an artefact of power.
Make a note on your warband roster of which fighter bears the lesser artefact.
 A lesser artefact can never be swapped from one fighter to another, but if you wish for a fighter who already bears a
lesser artefact to bear another, you can discard any lesser artefacts they have to allow you to do so.
USING LESSER ARTEFACTS
 Each lesser artefact has a description of how they work on the lesser artefacts table. The rules for a lesser artefact will
often refer to the bearer. The bearer is the fighter that bears that lesser artefact.
 Some lesser artefacts are labelled as [Consumable]. The bearer can use this lesser artefact as a one-use bonus
action they can make when activated. Once this extra action has been made, that lesser artefact is then removed from
your warband roster.
 Some lesser artefacts are labelled as [Perishable]. These artefacts have rules which are always in play (they do not
require an action to trigger their effect). However, at the end of a campaign battle, you must roll a dice for each
[Perishable] lesser artefact borne by a fighter from your warband that took part in that battle. On a 4+, the lesser artefact
retains its power and can remain on your warband roster. On a 1-3, the lesser artefact has lost its power: remove it from
your warband roster
 Some lesser artefacts are labeled as [Instant]. These artefacts are not given to a fighter to bear in battle. Instead, each
will have an effect that is resolved immediately.

16.1.7 STEP 6: ADVANCE ON THE CAMPAIGN PROGRESS TRACKER


After each campaign battle, both players can advance their warband on their campaign progress tracker 1 map point
closer to the map point labelled ‘Campaign Goal’.
The exception to this is if a player’s warband is currently on a convergence map point. In this case, the player’s warband
can only advance if they played the corresponding convergence as the Aspirant warband (see 15.4.2) and won 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).

16.1.9 FAVORED WARRIORS


If your warband receives a command trait but your leader already has one, you can at that point nominate one of the
other fighters in your warband to become the favored warrior. This fighter receives the command trait instead of your
leader, in the same manner a leader would (see above).
A warband can only have 1 favored warrior, so any further command traits gained are discarded.
If the favored warrior has been slain or removed from the warband when a new command trait is gained, you can
nominate a new fighter to be the favored warrior and give them that command trait.

16.2 COMPLETING A CAMPAIGN QUEST


When your warband advances onto the map point marked as the campaign goal, your warband is said to have
completed its quest. On the campaign quest you will find a page reference that will lead you to both the narrative outcome
of your quest and your reward (a mighty artefact of power).
A warband that has completed its campaign quest can continue to play campaign battles but will no longer advance a
map point during the aftermath sequence.

16.3 | CHOOSING A NEW CAMPAIGN QUEST


Once they have completed their campaign quest, some warbands choose to remain and exert dominance over the
territories they have conquered. For others, the call of their gods, the allure of fresh challenges and the promise of further
artefacts of power leads them to leave behind their territories as they embark on a new quest.
If you have completed your campaign quest, you can choose to start a new campaign quest with the same warband
roster. To do so, follow these steps:
1. Choose a new campaign quest with a faction runemark that matches the one on your warband roster. Note down the
new campaign quest on your warband roster.
2. Remove all dominated territories and glory points from your warband roster.
3. Move your warband back to the map point labelled ‘Start’ on the campaign progress tracker.
Once a campaign quest has been completed, the same campaign quest cannot be started again by the same warband.

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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.

17.1 | EMBARKING ON A CAMPAIGN IN CHAMPION MODE


If you have created a new warband and you are embarking upon that warband’s first campaign quest, you can choose
for that campaign quest to be in champion mode. If you do so, when first adding fighters to your warband roster, the
combined points value of the fighters cannot exceed 1,000.
If your warband has already completed a campaign quest and you have decided to begin another, you can choose for
the new campaign quest to be in champion mode. If you do so, and the previous campaign quest was not in champion
mode, you must remove fighters from your warband roster until the combined points value of the fighters does not exceed
1,000.
If the previous campaign quest was completed in champion mode, your warband can embark on a new campaign quest
in champion mode without making any changes to the fighters on the warband roster.

17.2 | ADDING FIGHTERS IN CHAMPION MODE


During the aftermath sequence of each campaign battle, if you wish to add fighters to your warband, you must consult
the table below and spend the appropriate number of glory points to do so.
This applies when hiring allies but does not apply when adding a monster or when adding thralls to your warband.
POINTS VALUE OF FIGHTER GLORY POINTS TO SPEND
1-100 1 glory point
101-200 2 glory points
201-300 3 glory points
301+ 4 glory points

17.3 | EXPLORING TERRITORY


In champion mode, you are able to explore your areas of dominated territory to discover what secrets and treasures
they hold. During the aftermath sequence, each time you spend 10 glory points to dominate an area of territory, you can
roll on the Territory Exploration table [ Tome of Champions 2019, p. 79] [ Tome of Champions 2020, p. 40] to see what
your warriors find.

17.4 | CRITICAL INJURIES


In champion mode, when making injury rolls for your fighters, use the Critical Injuries table instead of the table in the
Core Book [ Tome of Champions 2019, p. 80] [ Tome of Champions 2020, p. 50].
INJURIES
Roll a D66. On a roll of 14-23, your fighter sustains an injury. An injury is a rule that affects your fighter in future
campaign battles. If a fighter sustains an injury, note it down on your warband roster.
Injuries can be either [permanent] or [temporary].
If an injury is [permanent], the fighter will have it forever (unless a lesser artefact is used to remove it).
If an injury is [temporary], at the start of the aftermath sequence of each subsequent campaign battle, roll a dice. On
a 1-3, the injury persists. On a 4+, the injury is removed.
A fighter can only have one of each injury at any one time.
If a fighter already has a certain injury, treat subsequent rolls of the same injury as ‘Lost Favor’ instead.
Fighters with the Leader runemark can only sustain [temporary] injuries. If your leader sustains an injury, do not
roll a dice to see if the injury is [permanent] or [temporary].

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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.

18.1 | PATHS OPEN TO ANY WHO DARE


Fated quests either do not have a faction runemark, and they can be embarked upon by a warband from any faction.
[ Monsters & Mercenaries, p. 22-32] [ Tome of Champions 2019, p. 48-64] [ Tome of Champions 2020, p. 52-70] or they have
a Grand Alliance runemark and can only be embarked upon by a warband belonging to the corresponding faction
[ Sentinels of Order, p. 92-102] [ Agents of Chaos, p. 92-102] [ Harbingers of Destruction, p. 44-54] [ Bringers of Death, p.
44-54].
Individual fated quests do not have their own territory rules. Instead, the territory rules in 18.2 are used by all
warbands that embark upon a fated quest.

18.2 | FATED QUEST TERRITORY RULES


Dominate Territory. You can spend 10 glory points to dominate a territory. Mark on your warband roster how many
territories you have dominated. Dominating territory offers the following bonuses:
 Growing Power: For each territory dominated by your warband, increase the points you have available to spend on
fighters when mustering your warband for a campaign battle by 50.
 Thralls: If your warband is from one of the following factions, for each territory dominated by your warband, you can
include 1 thrall in your warband when mustering for a campaign battle (Iron Golem • Untamed Beasts • Corvus Cabal •
The Unmade • Cypher Lords • Splintered Fang • Spire Tyrants • Scions of the Flame). Thralls included in this manner are
not added to your warband roster and cost points like any other fighter. Thralls can never gain destiny levels, bear
artefacts or be chosen to become a favored warrior

18.3 | HONOUR OR GLORY


The campaign outcomes for fated quests differ from those in the Core Book. When you complete a fated quest, you have
to make a choice between Honor or Glory before you claim your reward.
If you choose Glory, your reward will be an artefact of power
If you choose Honor, your reward will be an exalted command trait. The first time you receive an exalted
command trait, it must be given to your leader, and it replaces any existing command trait that they might have.
Once your leader has been given an exalted command trait, any future exalted command traits received are discarded.
Exalted command traits can never be given to a favored warrior.

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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!

19.1 | CHALLENGE BATTLES GENERAL RULES


19.1.1 THE CHALLENGER AND THE ADVERSARY
When you challenge an opponent to a campaign battle, you can instead choose to play a challenge battle.
In a challenge battle, one player, known as the Challenger, is attempting to overcome the challenge that has been set.
This player’s warband is known as the Challenger warband.
The other player, known as the Adversary player, is attempting to thwart the Challenger. Rather than controlling
their own warband, the Adversary player instead controls fighters that are referred to as adversaries taken from
a unique pool of fighters to choose from in each challenge battle. Adversaries do not have any destiny levels, artefacts or
command traits unless it is specifically stated otherwise. In the aftermath sequence, the Adversary player does not make
injury rolls for these fighters, nor do they roll for destiny levels for them.

19.1.2 THE PREREQUISITE AND THE STAKE


Every challenge battle has a prerequisite and a stake.
The prerequisite is the required number of dominated territories that the Challenger warband must have. If the
Challenger warband does not meet the prerequisite, the challenge battle cannot be played.
If the Challenger warband loses the challenge battle, they immediately lose a number of dominated territories equal to
the stake.

19.1.3 THE AFTERMATH SEQUENCE


After each challenge battle, resolve the aftermath sequence with the following amendments:
 Players do not receive glory points for playing a challenge battle.
 Injury rolls and destiny rolls are not made for adversaries.
 Neither player advances on their campaign progress tracker.
 Both players can make 1 search roll on the lesser artefacts table as normal.
 Dominated territories do not grant additional points to a warband and glory points cannot be spent on reinforcements.

19.1.4 PLAYING AGAIN


Once you have emerged victorious in a challenge battle, you can record your achievement by checking the appropriate
box on your warband roster.
You can play through the same challenge battle as many times as you wish, even if you have already achieved victory.
Certain spoils, such as artefacts of power, are limited to 1 per warband roster.

19.2 | SET-UP, BATTLEPLAN, THE SPOILS, SPECIAL RULES


19.2.1 HOW TO PLAY A CHALLENGE BATTLE
Decide which challenge battle you will play, which player will be the Challenger and which player will be the
Adversary player.
Each challenge battle has four sections: Set-up, Special Rules, Battleplan and The Spoils.
The Set-up section of a challenge battle details how the players muster their warbands.
Challenge battles may have 1 or more special rules. The Special Rules section details the different rules the
Challenger and the Adversary player must follow. See 19.3 for more information on Special Rules.
The Battleplan section of each challenge battle explains how to generate the battleplan.
The Spoils section details what rewards the Challenger warband may win. Each challenge battle has 1 or more
spoils. If the Challenger warband wins the challenge battle, they receive 1 of the spoils of that challenge battle. If the
number of spoils is greater than 1, the player must pick which they will receive.

19.2.2 TAMED MONSTERS


Some Challenge Battle will pit a warband against a Monster [ Monsters & Mercenaries, p. 36-41]. If the challenger
wins the battle, the Spoils section of the challenge battle will allow the defeated monster to be added to the Challenger’s
warband roster.

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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.

19.2.4 DESPERATE ALLIES


Some Challenge Battles will have two players and their warbands team up to fight against hordes of enemies
controlled by the game [ Tome of Champions 2020, p. 74-82]. These enemy fighters are referred to as wild fighters, and
the players will have to work together if they are to emerge victorious (see 19.3).

19.2.5 GRAND ALLIANCES


Some Challenge Battles will be specific to a particular Grand Alliance faction, and can only be played by a warband
bearing the corresponding runemark [ Sentinels of Order, p. 104-111] [ Agents of Chaos, p. 104-111] [ Harbingers of
Destruction, p. 56-63] [ Bringers of Death, p. 56-63].

19.3 | WILD FIGHTERS


19.3.1 MUSTERING WILD FIGHTERS
Wild fighters are enemy fighters controlled by the game, and they follow specific rules.
The Set-up section for each challenge battle will detail which fighters can be used as wild fighters in the battle.
Wild fighters do not have access to any of their abilities. Instead, they use the Wild Fighters’ Abilities table.
BATTLE GROUPS
 Firstly, any wild fighters included in the battle are split into battle groups.
 These battle groups do not have the same restrictions of Dagger, Shield and Hammer that a normal warband has.
Instead, the Set-up section of the challenge battle will explain how the wild fighters are split into battle groups.
 In battle, wild fighters will activate as a battle group (see 19.3.4).

19.3.2 SETTING UP WILD FIGHTERS


The challenge battle will state which deployment points (or entrance tunnels in a dungeon battle) will be used by each
wild fighter battle group. It is up to the players to decide haw the wild fighters in that battle group will be set up, an long as
they fallow the normal restrictions (see 8.1).

19.3.3 FIGHTING BATTLES WITH WILD FIGHTERS


When fighting a battle against wild fighters, the following rules apply:
ALLIES IN BATTLE
 In battles against wild fighters, the two players are on the same team. Fighters in the other warband are treated as
friendly fighters but abilities that target friendly fighters do not affect fighters in the other warband.
HERO PHASE
 Although the players are on the same team, the hero phase is resolved as normal to determine which warband has the
initiative. No initiative dice are rolled for the wild fighters, nor do they receive any wild dice.
RESERVE PHASE
 In the reserve phase, wild fighter battle groups may be set up on the battlefield. The Special Rules section of the
challenge battle will detail any rules or restrictions.
 Wild fighter battlegroups are set up after any other reserve fighters; the players can pick the order in which each wild
fighter battle group will he set up. As before, it is up to the players to decide how the wild fighters in that battle group will
be set up. as long as they follow the normal! restrictions.
COMBAT PHASE
 The player with the initiative takes the first turn as normal, then one of the wild fighter battle groups activates, and then
the other player takes a turn. This sequence then repeats.
 When it is the turn of a wild fighter battle group to activate, the players can pick which wild fighter battle group will do
sc. If there are no wild fighter battle groups left lo activate, the turn is passed.
 Once a wild fighter battle group has activated, it cannot be picked to activate again in that phase (in the same manner as
a fighter) unless it is an exalted battle group. Exalted battle groups activate 3 times per combat phase instead of once.

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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.

19.3.5 WILD FIGHTER ACTIONS AND ABILITIES


The Wild Fighters’ behavior table shows the abilities and actions that the wild fighter will use or make and the
order in which they will use or make them.
Wild Fighters do not need or use any ability dice, and only they can use these abilities.
Abilities are written in italics and actions are written in bold.
Move Actions made by wild fighters must follow these rules:
 Wild fighters must move as close as possible Io the closest visible enemy fighter. If there are multiple closest visible
enemy fighters, the players can pick which one the wild fighter will move towards. If there are no enemy fighters visible to
the wild fighter, the wild fighter must move as close as possible to the nearest enemy fighter that is not visible.
 Wild fighters will always take the quickest route, jumping over pits or gaps and climbing obstacles if necessary.
 Wild fighters will always jump down from platforms rather than climb down.
 Wild fighters with the Fly runemark will always fly.
 Wild fighters will never finish a move action above a pit.
 Wild fighters will never climb dangerous terrain.
Attack actions made by wild fighters must follow these rules:
 Wild fighters must target the closest visible enemy fighter that is within range of one of their weapons. If there are
multiple closest visible enemy fighters, the players can pick which one the wild fighter will target.
 If the wild fighter has the Gargantuan runemark and has been affected by the ' Taunt' ability, it will instead target the
fighter that used that ability as normal.
 If the wild fighter bas multiple weapons in range, they will use the weapon with the lowest Range characteristic for the
attack action.
WILD FIGHTERS’ ABILITIES
Berserk -Add 1 to the Attacks characteristic of attack actions made by this fighter until the end of their
activation.
Charge -This fighter makes a bonus move action.
-At the end of that move action, if there are any enemy fighters within 1" of this fighter, the players
pick 1 of those enemy fighters.
-Allocate D3 damage points to that fighter.
Deadly Strike -A fighter can use this ability only if there are any visible enemy fighters within 1" of this fighter.
-The players pick 1 of those enemy fighters.
-Allocate D6 damage points to that fighter.
Fury -Add 1 to the Strength characteristic of attack actions made by this fighter until the end of their
activation.
Indomitable -Until the end of the battle round, add 1 to the Toughness characteristic of this fighter.
(It is recommended that you place a special token next to this fighter to represent this ability).
Recuperate -Remove 5 damage points allocated to this fighter.
-If this fighter bas the Gargantuan runemark, remove 10 damage points instead.

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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

MONSTERS & MERCENARIES


NAME TYPE FACTION
Hunt for the Doomblade Fated Quest Universal
The Crown of Davenok Fated Quest Universal
Lords of the Arena Fated Quest Universal
Slaves and Masters Fated Quest Universal
Lair of the Trifold Beast Challenge Battle Universal
Colossal Carnage Challenge Battle Universal
The Scuttler in the Dark Challenge Battle Universal
Menagerie of Horrors Challenge Battle Universal
Trials of Serpents Challenge Battle Universal
Into the Jaws of Death Challenge Battle Universal
Hand of the Everchosen Challenge Battle Universal

41
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

TOME OF CHAMPIONS 2020


NAME TYPE FACTION
Soroth Kor Campaign Multiplayer Universal
3-month campaign
The March of Monsters Fated Quest Universal
The Dollfaul Chorus Fated Quest Universal
The Measure of a Blade Fated Quest Universal
A Prize Wrought in Iron Fated Quest Universal
Fires of Wrath Fated Quest Universal
The Maudlin House Fated Quest Universal
Cost of Averice Fated Quest Universal
The Coils Tighten Fated Quest Universal
March of the Dead Challenge Battle Universal
The Fall of Snagglewart Challenge Battle Universal
The Wrath of Klorgg Challenge Battle Universal
Envoy of the Daemon King Challenge Battle Universal
Tide of Chaos Challenge Battle Universal

42
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

44
Catacombs
21.0 CATACOMBS
This section explains how to play a dungeon using the contents of the Catacombs boxed set.

21.1 | DUNGEON BATTLES


21.1.1 SETTING UP A DUNGEON BATTLE
These rules are used in addition to the core rules.
To set up a dungeon battle, resolve the following steps in order (see 8.0):
1. Muster warbands
2. Make the priority roll
3. Pick battle groups
4. Pick a dungeon battlefield (see below)
5. Generate the battleplan cards [ Catacombs, p. 34-35].
6. Set up the dungeon terrain (see below)
7. Resolve the instructions on the battleplan cards [ Catacombs, p. 34-35].
8. The battle begins

21.1.2 PICKING A DUNGEON BATTLEFIELD


Dungeon battles are fought on a special battlefield referred to as a dungeon battlefield (The Infernal Forgefloor).
If both players agree, they can pick which dungeon battlefield the battle will be fought on. Otherwise, the players roll off
and the winner picks which dungeon battlefield is used.

21.1.3 GENERATING THE BATTLEPLAN CARDS


Use the battleplan generator [ Catacombs, p. 34-35] to determine the battleplan cards that will be used for the battle.
Then, the player who won the priority roll chooses which player uses the red deployment points and which player uses
the blue deployment points.

21.1.4 SETTING UP DUNGEON TERRAIN


In a dungeon battle, terrain is set up as follows:
1. SET UP BRIDGES
Dungeon battlefields usually have one or more bridges placed over pits. Set up any bridges as shown in the set-up rules for
the battlefield you picked (the rules for the Infernal Forgefloor are on pages 32-33).
2. SET UP DUNGEON DOORS
Next, starting with the player that won the priority roll, players take it in turns to set up 1 dungeon door on any dungeon
doorway (pictured below), until all dungeon doorways have a dungeon door upon them. There are 10 dungeon doors in
this boxed set: 6 are open and 4 are sealed.
3· SET UP UNIQUE DUNGEON FEATURES
Lastly, starting with the player that won the priority roll, players take it in turns to set up 1 unique dungeon terrain feature
until 4 have been set up in total. There are 7 unique dungeon features to choose from: the wall breach, the arms stash,
the cursed caskets, the lever, the shattered pillars (comprised of two models), the sewer and the collapsed doorway (pg
30). The same unique dungeon feature cannot be chosen more than once, with the exception of the lever, which can be
chosen twice (there are 2 models for the lever in the box). Unless noted otherwise, each unique dungeon feature is set up
anywhere on the battlefield floor more than 1" from any doorways, bridges or other unique dungeon features.

21.1.5 RESOLVING THE BATTLEPLAN CARDS


Each of the battleplan cards is resolved in the order of deployment, victory and twist.
The battle is then ready to begin.

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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.

21.1.8 DUNGEON BATTLES DURING CAMPAIGNS


If the players agree, a campaign battle can be fought on a dungeon battlefield.
If a convergence battle is a dungeon battle, the convergence map will dictate where dungeon doors are placed and
which unique dungeon features are used and where they are placed.

21.2 | DUNGEON TERRAIN: ADDITIONAL RULES


21.2.1 DUNGEON WALLS
Dungeon battlefields have areas referred to as dungeon walls. A dungeon wall is outlined with a thin red line and
includes the area enclosed within. Dungeon walls are a type of terrain feature that uses the following rules:
TERRAIN FEATURE
 While not represented by scenery models, dungeon walls are terrain features that are treated as obstacles.
 Dungeon walls are not treated as the battlefield floor (fighters, treasure tokens, objective markers and other terrain
features cannot be placed upon them).
 Because dungeon walls are obstacles, fighters may receive the benefit of cover from them.
MOVEMENT
 Fighters cannot move through dungeon walls. This includes models that can fly. The only exception to this is when a
fighter uses the 'Float Through Wall' ability (see 23.3.2).
VISIBILITY
 When determining visibility, lines drawn across dungeon walls are treated in the same way as those drawn through
terrain features, meaning that dungeon walls block visibility.
MEASURING DISTANCES
 Distances cannot be measured through dungeon walls. Instead, players must measure around them.
OBJECTIVES
 If a straight line drawn from the center of an objective marker to the closest point on a fighter's base crosses over a
dungeon wall, that fighter does not count when determining control of that objective.

21.2.2 DUNGEON DOORS


A dungeon battlefield will have one or more dungeon doors mounted on a base that is treated as the battlefield floor.
There are two types of dungeon doors: open dungeon doors and sealed dungeon doors.
Dungeon doors are obstacles that use the following additional rules:
OPEN DUNGEON DOORS
 Open dungeon doors use the rules for doors (see 4.3.3), except that no fighters are restricted from moving through
them.
SEALED DUNGEON DOORS
 Sealed dungeon doors are treated as dungeon walls for the purposes of movement, visibility, measuring and objectives.
This means that fighters are not visible to each other through a sealed dungeon door, even if the model itself has gaps in it.
 Some abilities can open a sealed dungeon door. If a sealed dungeon door is opened, remove the model from play. Treat
the doorway it was placed upon as an open dungeon door for the rest of the battle.

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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].

21.2.6 USING DUNGEON TERRAIN IN OTHER BATTLES


If you are using any dungeon terrain scenery models in battles that are not dungeon battles, none of the special rules
for those models in this book apply. For example, the bridges are simply platforms and the unique dungeon features are
either obstacles or low terrain.

21.3 | DUNGEON ABILITIES


21.3.1 NEW DUNGEON ABILITIES
During a dungeon battle, fighters can use the below abilities (21.3.2 & 21.3.3) in addition to any others they can use.
There are 3 universal abilities, and 3 faction-specific abilities (1 for Nighthaunt, and 2 for the Corvus Cabal).

21.3.2 UNIVERSAL DUNGEON ABILITIES


[Double] LURK IN THE SHADOWS
-Until the end of the battle round, this fighter is not visible to enemy fighters more than 6" away if this fighter is within 1"
of a dungeon wall.
[Double] BREACH DOOR
-Only fighters that do not have the Nighthaunt runemark can use this ability.
-A fighter can use this ability only if they are within 1" of a sealed dungeon door.
-Pick 1 weapon from this fighter's fighter card that has a Range characteristic of 3 or less and roll a number of dice equal to
the value of this ability.
-Add the number of dice that scored a 2+ to the Strength characteristic of the weapon you picked.
-If the score is 6 or more, that dungeon door is opened.
[Triple] PUSH INTO PIT
-Pick a visible enemy fighter within 1" of this fighter and within 1/2" of a pit.
-Both players roll a dice and add the roll to their fighter's Toughness characteristic.
-If your score is higher than your opponent's, the enemy fighter is taken down.

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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 | INFERNAL FORGEFLOOR


21.4.1 DUNGEON BATTLEFIELD TERRAIN SET-UP
Each dungeon battlefield comes with set-up instructions.
The image of the battlefield shows where to set up the bridges [ Catacombs, p. 32-33], while the rules (see 21.1) tell you
how to set up the doors and unique terrain features.
However, in a convergence, the battleplan will show where to set up any doors and unique terrain features too.

21.4.2 SET-UP BRIDGES


There are 2 metal bridges and 2 wooden bridges on this dungeon battlefield, which are set up in the positions shown in
the map [ Catacombs, p. 32-33].

21.4.3 PITS
The areas outlined by broken yellow lines are pits [ Catacombs, p. 32-33].

21.4.4 ENTRANCE TUNNELS


The entrance tunnels are indicated by the green arrows. There are 12 in total. [ 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].

21.5 | DUNGEON BATTLE BATTLEPLAN GENERATOR


21.5.1 GENERATING A BATTLEPLAN
Dungeon battles do not use the rules for generating a battleplan in the Core Book. Instead, the battleplan is generated
using the specific dungeon deployment, victory and twist cards [ Catacombs, p. 34-39].
Terrain cards are not used in dungeon battles (see 21.1.4 for the rules on dungeon terrain placement).
The player who won the priority roll first rolls a dice to determine if Table A or B will be used for the deployment card
(1-3 =Table A, 4-6 =Table B), and then rolls a dice to determine which card from that table is in play.
The same process is then repeated for the victory card and the twist card.
Once the battleplan cards have been determined, the player that won the priority chooses which player uses the red
deployment points and which player uses the blue deployment points.
Then, the terrain is set up, before each of the battleplan cards is resolved in the order of deployment, victory and twist.

21.5.2 DEPLOYMENT CARDS


Dungeon deployment cards show the entrance tunnels on a dungeon battlefield.
In addition, each dungeon deployment card will include only 2 of the battle groups for each warband.
Fighters from battle groups shown on the deployment card are set up as normal within 3" of the center of the entrance
tunnel next to their deployment point.
Fighters in battle groups that do not have a deployment point are placed in reserve, and will come onto the battlefield
using the Reserve Phase rules (see 2.3).

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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.

21.5.4 TERRAIN CARDS FOR OVERGROUND BATTLES


There are 6 terrain cards that utilize the overground scenery models in the Catacombs box. [ Catacombs, p. 39].
These cards are intended to be used when setting up a battle that is not a dungeon battle (see 8.0) or one of the
overground convergences from the Campaign Section of the Catacomb book.
If you are playing such a battle, when the Core Book tells you to draw a terrain card, instead roll a dice on this table to
determine the terrain card that is in play.
If you are playing a convergence from a campaign in the Core Book, you can substitute the terrain card for that
convergence with one from this page. If you do so, the player controlling the Adversary warband picks the terrain card
on this page they think best matches the narrative of that convergence.

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