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The Path To Glory Roster
The Path To Glory Roster
NARRATIVE PLAY
In Path to Glory you will forge an epic ongoing narrative for your
army. As you fight battles you will be able to marshal new warriors to
your cause, conquer new lands and seize powerful artefacts with which
to strike fear into the hearts of your enemies!
All the rules to get started with your Path to Glory campaign can be
found on the following pages.
Points
Quest Reward Barracks itories
Stronghold Terr
Quest Upgraded
Territory Type
Progress Name
personal use only. © Copyright Games
of Power
Bonus Artefacts ORDER OF
359
3. Points
2. Territory Type Heroes Score Points
358
Name Monsters
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4. 5. Machines
War
5. 6. Battalions Wizards
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5.
4. Triumph
4. 6.
5.
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NARRATIVE PLAY
PATH TO GLORY OVERVIEW
Over the following pages, you will discover in more detail how to get your army ready to
fight Path to Glory battles. For now, here is a handy summary of the steps involved.
GLORY POINTS
Glory points are the currency of Path to Glory, and during your
campaign you will be able to both earn them and spend them. As you do
so, you will need to keep a total of your current glory points on your Path
to Glory roster. Each time you spend glory points, deduct the amount Your Path to Glory roster
from your glory points total. includes many spaces to give
names to things, such as your
You will find out more about earning and spending glory points in the army, your stronghold and
aftermath sequence detailed later in these rules. For now, note down your each of your territories. While
starting glory points on your roster. this serves no rules function,
adding names can really help
add to build immersion and
STEP 3 – ORDER OF BATTLE tell the story of your army.
The next step is to populate the order of battle on your roster with units. Names can also be used to
On the order of battle you will find a series of order of battle limits. theme your domain to your
These limits will dictate what types of units and how many of them army. For example, the
you can have on your order of battle at any time. The total units limit is ‘ forgotten mine’ controlled
decided by the starting size you picked, and the other limits are shown by a Kharadron Overlords
on the table below. The starting territories you picked will also have army could actually be a
increased 1 or more of these limits. hidden stream of aethergold.
You can find inspiration for
Starting Order of Battle Limits names in your battletome
and in the books published by
Total Units See Starting Sizes Black Library.
Hero Units 3
Monster Units 1
War Machine Units 1
Wizard Units 1
As you progress through
Priest Units 1 your campaign, you will be
Reinforced Units 1 able to add barracks to your
stronghold to increase your
Allied Units 1
Total Units limit.
NARRATIVE PLAY
WARLORD
Your warlord starts with 15 You can now begin to add units to the order of battle. The first unit you
renown points. You’ll find out must add is your warlord. The warlord is the commander of your Path
more about renown points to Glory roster and must be picked to be your general each time they are
later in this section, but for included in your army for a Path to Glory battle. The unit you pick for
now, note down the 15 renown your warlord must meet the following criteria:
points on your roster. All other
units start with 0. • It must be a single model that is a Hero and a Leader.
• It must be from the faction of your Path to Glory army.
• It cannot be Unique.
STARTING UNITS
Once you have picked your warlord, you can add the rest of your starting
units to your order of battle. You will need to refer to the Pitched Battle
profile of each unit you add. The total points cost of the units added
cannot exceed the points limit of the starting size you chose, and you
cannot exceed any of your order of battle limits (this includes your
warlord in both cases). The units must be from the faction of your Path to
Glory army, with the exception of allies, which must be units that can ally
with that faction. The units can be reinforced.
EXTRA ENHANCEMENTS
Certain subfactions and other allegiance abilities might grant you access
to additional enhancements. For example, the Greyfyrd subfaction of the
Fyreslayers faction allows you to take two additional artefacts of power,
whereas the Boulderhead subfaction of the Ogor Mawtribes faction
allows each Hero with the Monster keyword to have a mount trait. In
cases like this, you receive these extra enhancements as normal, and they
are treated as core enhancements and not bonus enhancements.
NARRATIVE PLAY
STEP 5 – PICK YOUR FIRST QUEST
The last step is to pick a quest for your Path to Glory roster. A quest is the In addition to the 8 quests
goal your warlord is currently trying to achieve, and you will be able to included here, you can find
complete that quest by doing certain things in your Path to Glory battles. additional quests in Path to
As you progress through your Path to Glory campaign you will be able to Glory battlepacks and more
complete many different quests, so to begin with, choose a quest with a recent battletomes.
reward you are most keen to receive.
Once you have chosen your quest, write it down in the quest log on your
Path to Glory roster.
COMPLETING QUESTS
During the aftermath sequence of each Path to Glory battle, you will The aftermath sequence is a
check to see if you have completed your quest. Each quest will detail series of steps performed after
how and when it is completed. Some quests may take several battles to each Path to Glory battle. You
complete and some quests may direct you to record your progress in the can find out about it later in
quest log on your Path to Glory roster. Each time you complete a quest, these rules.
remove all of the quest points in your quest log.
QUEST REWARDS
Upon completing a quest you will earn a reward. The quest will detail
what reward you earn. This can be anything from additional glory points
to a bonus enhancement.
QUEST QUEST
SEARCH FOR THE ARTEFACT FORM WARRIORS INTO A BATTALION
You send your scouts far and wide in search of a You have been rigorously training your warriors
powerful relic of war. to fight as one, but the battlefield will be the true
test of their mettle.
Pick 1 artefact of power that your faction has
access to and that is not already on your Path to Pick 1 warscroll battalion or core battalion and
Glory roster. Write it down in the Quest Reward write it down in the Quest Reward section of
section of your quest log. your quest log.
At the end of each Path to Glory battle, add 1 At the end of a Path to Glory battle, if there are
quest point to the progress section of your quest enough friendly units on the battlefield to fulfil
log for each friendly unit wholly within your the minimum requirement of the battalion
opponent’s territory. organisation, then you complete this quest. If
there aren’t, then in order to complete the quest,
In addition, at the end of each Path to Glory you can spend 1 glory point for each additional
battle, you can spend 1 glory point to gain 1 unit needed to fulfil the requirement.
additional quest point.
When you complete this quest, you can add the
Once you have gained 3 or more quest points, battalion you picked to your vault.
you complete this quest. When you complete this
quest, you can add the artefact of power that you
picked to your vault.
QUEST QUEST
HUNT THE ENDLESS SPELL MASTER MAGICAL LORE
A malign sorcerous entity stalks the barrens. If A wizard in your army seeks to master a mighty
you can secure sites of arcane power, you should spell to aid you in battle.
be able to bring it under your control.
Pick 1 spell from a spell lore that your faction
Pick 1 endless spell and write it down in the has access to and that is not already on your
Quest Reward section of your quest log. Path to Glory roster. Write it down in the Quest
Reward section of your quest log.
If both you and your opponent are using a
Path to Glory army and the battleplan you are In each Path to Glory battle, add 1 quest point to
using requires you to roll on the Mysterious the progress section of your quest log each time
Terrain table, then after you roll on the table, the casting roll for a friendly Wizard is 8+.
you can spend 1 glory point to change the result
to ‘Arcane’. In addition, at the end of each Path to Glory
battle, you can spend 1 glory point to gain 1
At the end of a Path to Glory battle, if a friendly additional quest point.
Wizard is within 1" of a terrain feature with the
Arcane scenery rule, you complete this quest. Once you have gained 3 or more quest points,
When you complete this quest, you can add the you complete this quest. When you complete this
endless spell you picked to your vault. quest, you can add the spell that you picked to
your vault.
NARRATIVE PLAY
QUEST QUEST
SEEK A DEIFIC BLESSING LEARN ANCIENT SCRIPTURES
You hear the call of your gods to seek out You discover archaic texts relating to your deity
places that hold manifestations of their divine that date back to the Age of Myth. Deciphering
will within. them will allow you to better enact their will in
the Mortal Realms.
Pick 1 invocation and write it down in the Quest
Reward section of your quest log. Pick 1 prayer from a prayer scripture that your
faction has access to and that is not already on
If both you and your opponent are using a your Path to Glory roster. Write it down in the
Path to Glory army and the battleplan you are Quest Reward section of your quest log.
using instructs you to roll on the Mysterious
Terrain table, then after you roll on the table, In each Path to Glory battle, if the chanting roll
you can spend 1 glory point to change the result for a friendly Priest is 4+, add 1 quest point to
to ‘Mystical’. the progress section of your quest log.
At the end of a Path to Glory battle, if a friendly In addition, at the end of each Path to Glory
Priest is within 1" of a terrain feature with the battle, you can spend 1 glory point to gain 1
Mystical scenery rule, you complete this quest. additional quest point.
When you complete this quest, you can add the
invocation that you picked to your vault. Once you have gained 3 or more quest points,
you complete this quest. When you complete
this quest, you can add the prayer you picked to
your vault.
QUEST QUEST
DEFEND YOUR REALM SCOUT FERTILE LANDS
You seek to bolster your resources and protect You send your warriors far and wide in search of
your domain. lands that yield plentiful resources.
At the end of each Path to Glory battle, add At the end of a Path to Glory battle, you
1 quest point to the progress section of your complete this quest if any friendly units are
quest log for each friendly unit wholly within wholly within 4" of a battlefield edge and wholly
your territory. outside of your territory.
In addition, at the end of each Path to Glory Alternatively, at the end of a Path to Glory
battle, you can spend 1 glory point to gain 1 battle, you can spend 1 glory point to complete
additional quest point. this quest.
Once you have gained 3 or more quest points, When you complete this quest, make 2
you complete this quest. When you complete this exploration rolls in the aftermath sequence of
quest, you gain 10 glory points. that Path to Glory battle instead of 1.
NARRATIVE PLAY
Required Strongholds
Tier of Battle
(both players)
Lower Any
Middle Imposing or Mighty
Higher Mighty
BONUS ENHANCEMENTS
The tier of battle determines how many bonus enhancements from their
vault each player can include in their army in addition to their core
The tier of battle does not enhancements, as shown on the table below.
determine how big the battle
will be. For example, it is Bonus Enhancements
possible to have a ‘small’ Tier of Command Artefacts Unique
higher tier battle or a Spells Prayers
Battle Traits of Power Enhancements
‘large’ lower tier battle and
everything in between. Lower 1 1 1 1 1
Middle 3 2 2 2 2
Higher 5 3 3 3 3
Example: In a lower tier battle,
you would be able to take 2
artefacts of power for your COMMAND TRAITS
army. The first is your core With regard to command traits, the tier of battle determines how many
enhancement and the second friendly Heroes can use their command trait in the battle in addition to
is your bonus enhancement. your general.
To be able to give a bonus
enhancement to a model in BONUS SPELLS AND BONUS PRAYERS
your army, you need to have The tier of battle does not allow you to include bonus spell lore
first earned it and added enhancements and bonus prayer scripture enhancements (see 27.3).
it to your vault (usually by Instead, it allows you to include bonus spells and bonus prayers. For each
completing a quest). bonus spell or bonus prayer you can include in your army, pick 1 spell
or prayer from your vault and 1 Wizard or Priest from your order of
battle to know that spell or prayer, in addition to any others they know.
NARRATIVE PLAY
PICKING YOUR ARMY
Regardless of the battlepack being used, when you pick an army for a Path
to Glory battle, these rules apply in addition to those in the battlepack:
2D6 Injury
Killed: Remove this unit from your order of battle. If this unit If you need to make an injury
2-3 roll for your warlord, it is
is your warlord, see ‘Death of Your Warlord’.
recommended that you roll
Critical Injury: At the start of your next battle, if this unit is for them first, as you can only
4-5 included in your army, it begins the battle with D3 wounds re-roll one injury roll in each
allocated to it that cannot be negated or healed. aftermath sequence!
Major Injury: At the start of your next battle, if this unit
6-7 is included in your army, it begins the battle with 1 wound
allocated to it that cannot be negated or healed.
8-11 Minor Injury: No effect.
12 Forged in Battle: This unit gains 2D6 renown points.
NARRATIVE PLAY
KILLED UNITS AND ENHANCEMENTS
When a unit with any enhancements is killed, the following rules apply:
CORE ENHANCEMENTS
If the unit that was killed had been given any core enhancements, once
it has been removed from your order of battle, you can choose for a
different unit on your order of battle to be given a new core enhancement
of the same type. For example, if the unit that was killed had been given
an artefact of power, you can give a different Hero on your order of
battle an artefact of power. The new enhancement can be the same as or
different to the previous one, and all other rules that dictate who can be
given that enhancement still apply.
BONUS ENHANCEMENTS
If the unit that was killed had been given any bonus enhancements, these
go back into your vault.
2. BONUS RENOWN
If you used a battleplan from a Path to Glory battlepack, the battleplan
will detail additional ways for units that took part in the battle to gain
renown. If you used a battleplan from another battlepack, the Bonus
Renown rule below applies:
BONUS RENOWN
Roll a dice for each unit that was wholly within enemy territory at
the end of the battle. On a 4+, that unit gains 1 renown point.
RANKS
Your units will earn ranks when they reach certain renown point
thresholds. For units that are not Heroes, use the table below:
Each quest will state when it is completed. If you have completed your
quest, you earn its reward. Anything written in your quest log is then
removed and you can pick a new quest to begin. The same quest can be
completed multiple times by the same army unless it states otherwise.
GIVING UP ON A QUEST
During this step of the aftermath sequence, you can choose to give up on
your quest. If you do so, remove anything written in your quest log and
pick a new quest to begin.
If you already have the maximum number of territories your stronghold If you do not have 10 glory
allows, you can choose to remove one of the territories from your roster points (the amount required to
and replace it with the new one. Removing a territory may reduce one of control a new territory), you
your order of battle limits. After replacing a territory, if you have more can skip the exploration roll.
units of a certain type than your order of battle limits allow, you must
remove units of that type from your order of battle until you no longer
have more units of that type than your order of battle limits allow.
THREE OF A KIND
You can never have more than 3 territories of the same type.
UPGRADING TERRITORY
Lastly, you can choose to upgrade any of your territories (including those Your starting territories can
that you brought under your control in this step). Each territory can be upgraded just like any other
be upgraded by spending glory points to bolster its effects. Consult the territory under your control.
Territories table to see the effect of upgrading a territory. The Territories
table lists the upgrading cost in the format ‘[Upgrade xGP]’, where x is
the number of glory points you must spend to upgrade the territory. For
example, if a territory has ‘[Upgrade 5GP]’ in its description, you must
spend 5 glory points in order to upgrade it. When you upgrade a territory,
mark it as upgraded on your Path to Glory roster.
NARRATIVE PLAY
TERRITORIES (D66)
RECUPERATING UNITS
You can spend glory points to recuperate a unit with a casualty score
of 1 or more. The number of glory points you must spend in order
to recuperate a unit is determined by the points value of the unit as
shown below.
REINFORCING UNITS
If the Pitched Battle profile for a unit allows it to be reinforced, you can Once a unit has been
do so by spending the required number of glory points according to the reinforced, it becomes more
unit’s points value, as shown on the table below. Each unit can only be expensive to recuperate or
reinforced once in each aftermath sequence. reinforce further.
Ever since its humble beginnings, Sam’s focus has been on telling
the bloody saga of his Blades of Khorne army. The new Path to Glory
campaign system is the perfect tool for fleshing out the narrative of his
warriors in more detail than ever before.
To begin with, Sam chose the Warband starting size for his army and
themed it around the Gore Pilgrims warscroll battalion in Battletome:
Blades of Khorne, which focuses on his favourite unit in the army:
Slaughterpriests! Sam explains that the stronghold from which his
army hails, the Brass Keep of Kharkaros, is infamous for its many
temples dedicated to serving their bloodthirsty god. Fittingly, he picked
a Sacred Site as his starting territory and named it the ‘Blood Pits’ – a
place where the worship of Khorne is practised through gladiatorial
battles to the death!
Ashkal Darksworn, Sam’s Warlord, goes to battle surrounded by his Gore Pilgrims. Each of the bloodthirsty
warriors has vowed to make the most kills in the name of Lord Khorne!
STUDIO COLLECTIONS
Ashkal Darksworn exhorts his Bloodreavers to ever Khorek the Crimson Hand, Sam’s Bloodsecrator,
greater acts of carnage from atop a brazen Skull Altar. imbues his fellow warriors with an insatiable bloodlust.
Sam saved up his glory points to add a Bloodthirster to his order of battle. Fexxeros the Despoiler has now claimed
the skulls of many foes and has already earned the ‘Slaughterborn’ command trait, making him even deadlier!
STUDIO COLLECTIONS
As his army began to wage war from game to game into a Although Sam’s army has many
against the others in the studio, battle-hardened force. Some victories under its skull-festooned
the first quest Sam picked for of the units in the army have belt, he is keen to keep expanding
his campaign was ‘Seek a Deific even gained veteran status: his his force. Having filled the vaults
Blessing’ so that he could add imposing Skullreapers have of Kharkaros with additional
a second invocation – a pair of earned the ‘Devastating Charge’ artefacts of power, invocations and
Hexgorger Skulls – to his vault for veteran ability, making them even prayers, Sam plans to upgrade his
his Slaughterpriests to summon more formidable as they pound stronghold to allow him to expand
into battle. In addition, after into combat. his territories and bring more
amassing his first 10 glory points, enhancements to battle. He also
he decided to upgrade his Sacred tells us that reinforcements are
Site, the ‘Blood Pits’, to allow him imminent – his next hobby project
to add the third Slaughterpriest in is putting the final touches to a
his collection to his order of battle. new unit of 10 Skullreapers who
Sam tells us that to upgrade the are currently screaming bloody
Blood Pits, his warriors erected a fury at him from their spot on his
massive pyramid of skulls taken painting desk, forcefully insisting
from his fallen enemies. Korghos that they cannot fight their first
Khul would be proud! battle without a finished paint job.
He hopes that, once complete, they
Below you can see Sam’s full will strike fear into the hearts of
collection, which has evolved every opponent he faces!
STUDIO COLLECTIONS
The Eight-Marked Reapers – a unit of Skullreapers with some subtle and highly effective conversions – have become
legendary warriors in Sam’s army, helping to turn the tide of many a battle.
PATH TO GLORY
BATTLEPACK
The following battlepack allows you to fight Path to Glory battles. In
order to use this battlepack, both you and your opponent must have a
completed Path to Glory roster.
POINTS LIMIT
A good way to set the points The players must first agree on a points limit for the battle. The points
limit for the battle is to first limit can be any number and determines the number of points you have
determine who has the lowest available to spend on your army. No more than half of your points can
total points’ worth of units be spent on a single unit. All units added to your army must be taken
on their order of battle. Take from your Path to Glory roster. The points limit also determines the
that number and round it up recommended minimum battlefield size and recommended minimum
to the nearest hundred: the number of terrain features for the battle, as shown in the table below.
result is the points limit for
the battle. For example, if one PATH TO GLORY
player were able to field 1200
Points Limit 500-750 751-2250 Over 2250
points’ worth of units but the
other player were only able to Recommended
field 680 points’ worth of units, Minimum 30" × 44" 44" × 60" 44" × 90"
the points limit for the battle Battlefield Size
would be 700. The points limit Recommended
could be lower than that, of Minimum Number of 4 8 12
course, if the players agreed. Terrain Features
FACTION TERRAIN
Each battleplan in this battlepack will state if faction terrain can be set up
and which players can do so.
Faction terrain features must be set up more than 3" from all other terrain
The battleplans in this features and more than 3" from all objectives. These restrictions are in
battlepack each revolve addition to the set-up rules in the battletome in which they appear. If it is
around an exciting narrative. impossible for a faction terrain feature to be set up, then it is not used.
As such, you will only be able
to include faction terrain when
it is narratively appropriate BATTALIONS
to do so. For example, in You can include warscroll battalions and core battalions in your army.
‘Breakthrough’, one player
takes the role of the invader.
As the player’s army is deep
in enemy territory, they
do not get to set up faction
terrain in that battle but their
opponent does.
NARRATIVE PLAY
PATH TO GLORY BATTLEPLANS
One player rolls on the following table to determine which battleplan
is used for the game. Alternatively, the players can agree on which
battleplan to use.
D6 BATTLEPLAN
1 Sudden Assault
2 The Trap
3 The Ritual
4 The Watchtower
5 Hold or Die
6 Breakthrough
SPECIAL RULES
The following special rules apply to the battle:
If you withdraw from battle,
MYSTERIOUS TERRAIN the battle is still played
The Mysterious Terrain table is used as detailed in each battleplan. through to its conclusion so
that your opponent can still try
WARRIOR OF RENOWN to complete their quest, earn a
Once per battle, the player whose army includes the Hero with the victory and so on.
highest number of renown points can use a command ability to issue a
command with that Hero without a command point being spent.
SUDDEN ASSAULT
One force sweeps into the domain DEPLOYMENT VICTORY POINTS
of the enemy, seeking to crush The invader sets up their army The battlefield is divided into
any who oppose them. first, wholly within their territory quarters as shown on the map. At
and more than 9" away from the the end of each battle round, each
centre of the battlefield. Then, player scores 1 victory point for
THE ARMIES the custodian sets up their army each quarter of the battlefield that
Each player picks an army and wholly within their territory and has more friendly models wholly
then they roll off. The winner more than 9" away from the centre within it than enemy models.
chooses which player is the invader of the battlefield.
and which is the custodian.
GLORIOUS VICTORY
FIRST TURN When the battle ends, the player
THE BATTLEFIELD The invader chooses which player with the most victory points
The players roll off. The winner sets takes the first turn in the first wins a major victory. If the score
up the battlefield’s terrain features battle round. is tied, the custodian wins a
and then the other player chooses minor victory.
which long edge of the battlefield is
the northern edge.
BONUS RENOWN
After the terrain features have At the end of the battle, each
been set up, starting with the friendly unit that is wholly
player that won the roll-off, each within a quarter of the
player picks 1 terrain feature and battlefield that has no enemy
rolls on the Mysterious Terrain units wholly within it gains 1
table to determine which scenery renown point.
rule applies to that terrain feature
during the battle.
BATTLE LENGTH
FACTION TERRAIN The battle lasts for 5 battle rounds.
The custodian can set up a faction
terrain feature.
CUSTODIAN’S
TERRITORY
INVADER’S
TERRITORY
NARRATIVE PLAY
THE TRAP
Lured into the jaws of a deadly DEPLOYMENT VICTORY POINTS
trap, one faction must fight to The invader sets up their army At the end of each battle round, the
survive as they are suddenly beset first, wholly within their territory. invader scores a number of victory
from multiple sides. The invader cannot set up units in points equal to the number of
reserve. Then, the ambusher sets units in their army that are wholly
up each unit in their army either within enemy territory. Each time
THE ARMIES wholly within their territory and a unit in the invader’s army is
Each player picks an army and more than 12" from all enemy units destroyed, the ambusher scores 2
then they roll off. The winner or wholly within their territory, victory points.
chooses which player is the invader wholly on a terrain feature and
and which is the ambusher. more than 3" from all enemy units.
GLORIOUS VICTORY
When the battle ends, the player
THE BATTLEFIELD BATTLE LENGTH with the most victory points wins
The players roll off. The winner sets The battle lasts for 5 battle rounds. a major victory. If the score is tied,
up the battlefield’s terrain features the invader wins a minor victory.
and then the other player chooses
which long edge of the battlefield is BONUS RENOWN
the northern edge. Invader: Each friendly unit
that is on the battlefield at the
After the terrain features have end of the third battle round
been set up, starting with the gains 1 renown point.
player that won the roll-off, each
player picks 1 terrain feature and Ambusher: Each friendly unit
rolls on the Mysterious Terrain that destroyed any enemy
table to determine which scenery units during the battle gains 1
rule applies to that terrain feature renown point.
during the battle.
FIRST TURN
The ambusher chooses which
FACTION TERRAIN player takes the first turn in the
The ambusher can set up a faction first battle round.
terrain feature.
AMBUSHER’S
TERRITORY
INVADER’S
TERRITORY
BATTLEPLAN
NARRATIVE PLAY
THE RITUAL
One force is enacting a deadly player picks 1 terrain feature and FIRST TURN
ritual. The other must stop them rolls on the Mysterious Terrain The disruptor chooses which player
before it is complete. table to determine which scenery takes the first turn in the first
rule applies to that terrain feature battle round.
during the battle.
THE ARMIES
Each player picks an army VICTORY POINTS
and then they roll off. The FACTION TERRAIN At the end of each battle round,
winner chooses which player The ritualist can set up a faction if the ritualist controls the ritual
is the ritualist and which is terrain feature. site, they score D6 victory points
the disruptor. plus D3 victory points for each
arcane repository they control.
DEPLOYMENT Then, the ritualist loses D3 victory
The disruptor sets up their army points (this cannot reduce their
first, wholly within their territory victory point total to less than 1)
and more than 9" away from for each objective controlled by the
their opponent’s territory. Then, disruptor (roll for each objective).
the ritualist sets up their army
wholly within their territory and
more than 6" away from their GLORIOUS VICTORY
opponent’s territory. When the battle ends:
DISRUPTOR’S
TERRITORY
BATTLEPLAN
NARRATIVE PLAY
THE WATCHTOWER
The garrison of a besieged tower After the terrain features have FIRST TURN
must endure until help arrives. been set up, starting with the The invader chooses which player
player that won the roll-off, each takes the first turn in the first
player picks 1 terrain feature and battle round.
THE ARMIES rolls on the Mysterious Terrain
Each player picks an army and table to determine which scenery
then they roll off. The winner rule applies to that terrain feature RANSACK
chooses which player is the invader during the battle. If the invader controls the
and which is the guardian. watchtower at the end of each
of two consecutive turns, the
FACTION TERRAIN watchtower is ransacked.
CONTINGENTS If the watchtower is not a faction
The guardian must split their army terrain feature, the guardian can
into a garrison contingent and a set one up as normal. REINFORCEMENTS
reinforcements contingent. Each At the end of the guardian’s
contingent must have as close to the movement phase, they can set up
same number of units as possible. DEPLOYMENT any of their reserve units wholly
The guardian sets up their garrison within 7" of their battlefield
contingent first, wholly within edge and more than 3" from all
THE BATTLEFIELD their territory and wholly within enemy units.
If the guardian has a faction 6" of the centre of the battlefield.
terrain feature that can be set up Units in the garrison contingent
in the centre of the battlefield, they cannot be set up in reserve. The GLORIOUS VICTORY
can choose to do so. Otherwise, reinforcements contingent starts When the battle ends:
one terrain feature must be set up the battle in reserve and will arrive
at the centre of the battlefield. The as described below. Then, the - If the invader controls
terrain feature at the centre of the invader sets up their army wholly the watchtower and it has
battlefield is the watchtower. Then, within their territory and more been ransacked, they win a
the players roll off. The winner sets than 9" from all enemy units. major victory.
up the battlefield’s terrain features
and then the other player chooses - If the invader controls the
which long edge of the battlefield is BATTLE LENGTH watchtower and it has not
the northern edge. The battle lasts for 5 battle rounds. been ransacked, they win a
minor victory.
GUARDIAN’S BATTLEFIELD EDGE
N - If the guardian controls the
watchtower and it has not
been ransacked, they win a
major victory.
minor victory.
TERRITORY
BONUS RENOWN
Each friendly unit within
6" of the watchtower at the
end of the battle gains 1
INVADER’S TERRITORY renown point.
BATTLEPLAN
NARRATIVE PLAY
HOLD OR DIE
Severely outnumbered by table to determine which scenery REINFORCEMENTS
the foe, one force must dig in rule applies to that terrain feature At the end of the invader’s
their heels and hold on until during the battle. movement phase, they can set up
reinforcements arrive. any of their reserve units wholly
within 7" of a battlefield edge
FACTION TERRAIN and more than 3" away from all
THE ARMIES The custodian can set up a faction enemy units.
Each player picks an army and terrain feature.
then they roll off. The winner
chooses which player is the invader GLORIOUS VICTORY
and which is the custodian. DEPLOYMENT When the battle ends:
The invader sets up their vanguard
contingent first, wholly within - If all of the units in the invader’s
CONTINGENTS their territory and wholly within vanguard contingent have been
The invader must split their army 6" of the centre of the battlefield. destroyed, the custodian wins a
into a vanguard contingent and a Units in the vanguard contingent major victory.
reinforcements contingent. Each cannot be set up in reserve. The
contingent must have as close to the reinforcements contingent starts - If less than half of the units in the
same number of units as possible. the battle in reserve and will invader’s vanguard contingent
arrive as described below. Then, have been destroyed, the invader
the custodian sets up their army wins a major victory.
THE BATTLEFIELD wholly within their territory and
The players roll off. The winner sets more than 9" from all enemy units. - If at least half but not all of the
up the battlefield’s terrain features units in the invader’s vanguard
and then the other player chooses contingent have been destroyed,
which long edge of the battlefield is BATTLE LENGTH and the model picked to be
the northern edge. The battle lasts for 5 battle rounds. the invader’s general has been
slain, the custodian wins a
After the terrain features have minor victory.
been set up, starting with the FIRST TURN
player that won the roll-off, each The invader chooses which player - If at least half but not all of the
player picks 1 terrain feature and takes the first turn in the first units in the invader’s vanguard
rolls on the Mysterious Terrain battle round. contingent have been destroyed,
and the model picked to be
the invader’s general has not
N been slain, the invader wins a
minor victory.
BONUS RENOWN
Custodian: Each friendly
unit that destroys any
enemy units in the invader’s
INVADER’S vanguard contingent gains 1
TERRITORY renown point.
NARRATIVE PLAY
BREAKTHROUGH
Deep in enemy territory, one DEPLOYMENT LEAVING THE
force has to break through The invader sets up their army BATTLEFIELD
enemy lines. first, wholly within their territory At the end of each battle round,
and more than 12" away from any of the invader’s units that are
their opponent’s territory. Then, wholly within 7" of the custodian’s
THE ARMIES the custodian sets up their army battlefield edge and more than 3"
Each player picks an army and wholly within their territory. from all enemy units can leave the
then they roll off. The winner battle. Remove the models in those
chooses which player is the invader units from play but do not count
and which is the custodian. FIRST TURN them as slain.
The invader chooses which player
takes the first turn in the first
THE BATTLEFIELD battle round. GLORIOUS VICTORY
The players roll off. The winner sets When the battle ends:
up the battlefield’s terrain features
and then the other player chooses - If at least half of the invader’s
which long edge of the battlefield is units have left the battlefield, the
the northern edge. invader wins a major victory.
After the terrain features have - If none of the invader’s units have
been set up, starting with the left the battlefield, the custodian
player that won the roll-off, each wins a major victory.
player picks 1 terrain feature and
rolls on the Mysterious Terrain - If at least one but less than half of
table to determine which scenery the invader’s units have left the
rule applies to that terrain feature BATTLE LENGTH battlefield, and the model picked
during the battle. The battle lasts for 5 battle rounds. to be the invader’s general has
been slain, the custodian wins a
minor victory.
FACTION TERRAIN
The custodian can set up a faction - If at least one but less than half of
terrain feature. the invader’s units have left the
battlefield, and the model picked
to be the invader’s general has
not been slain, the invader wins a
N minor victory.
CUSTODIAN’S
TERRITORY
TERRITORY
Bonus Artefacts of Power Bonus Unique Enhancements Name Territory Type Upgraded
1. 1.
2. 2.
3. 3.
4. 4. Imposing Stronghold Territories
6. 6.
Bonus Spells Bonus Prayers Endless Spells/Invocations Battalions
1. 1. 1. 1.
2. 2. 2. 2. Mighty Stronghold Territories
3. 3. 3. 3. Name Territory Type Upgraded
4. 4. 4.
5. 5. Triumph 5.
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6. 6. 1. 6.
ORDER OF BATTLE
WARLORD
Renown
Name Warscroll Command Trait Core Enhancements/Notes Injury Points
Points
HEROES
Renown
Name Warscroll Command Trait Core Enhancements/Notes Injury Points
Points
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ARMY ROSTER
Player Faction
Reinforced Notes (battlefield role, command trait,
Unit Points
Once Twice spells, artefact of power, etc.)
Endless Spells/Invocations
Core Battalions
Warscroll Battalions
Faction Terrain
TOTAL POINTS
ARMY NOTES
(subfaction, battle traits, etc.)
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