Table-side

Cheat Sheet

Campaign rules to keep at the table: contamination, Blighted Wilds abilities, and the core rule changes used during a battle.

Contamination

Contamination and Remediation

After determining territories and starting with the player whose general has the lowest rank, the players take turns to pick a terrain feature that is outside their territory to be contaminated. Then, one player rolls a dice for each terrain feature on the battlefield that is not contaminated. On a 4+, that terrain feature is contaminated.

During a battle, contaminated terrain features can damage and debuff units from both armies. However, a canny commander can instruct their units to remediate contaminated terrain features (see Blighted Wilds Abilities) so that they are safe - or even a source of great power - for their own warriors.

It should be noted that only the player whose units have remediated a terrain feature will consider that terrain feature to be remediated; the terrain feature will still be contaminated to the other player until their units have also remediated it. After all, a Plaguepack’s idea of ‘remediated’ may not be very palatable to a copse of Dryads...

The active player must use the following ability each turn:

Once Per Turn (Army), Start of Enemy Turn

BLIGHTED WATERS

Dark maladies have cursed the waters of Thyria, spreading sickness and rot throughout the land.

Declare: Randomly pick a contaminated terrain feature. If that terrain feature has been remediated by your opponent’s army, pick each friendly unit within 3" of that terrain feature to be the targets. Otherwise, pick each unit within 3" of that terrain feature to be the targets.

Effect: Make a contamination roll of D3 for each target. On a 1, inflict 1 mortal damage on the target. On a 2+, the target has STRIKE-LAST for the rest of the turn.

In addition, each player can use the following abilities:

Once Per Turn (Army), End of Any Turn

PURIFY THE LAND

Whether through divine intervention, arcane talent or the skilled application of cleansing serums, these warriors have purified this pocket of contamination.

Declare: Pick a friendly unit within 3" of a contaminated terrain feature to use this ability, then pick that contaminated terrain feature to be the target.

Effect: Make a remediation roll of D6. On a 3+: • The target is remediated by your army for the rest of the battle and you no longer consider it to be contaminated. • The unit using this ability gains 2 renown points

Once Per Turn (Army), Any Movement Phase

BOON OF VITALITY

Life magic blossoms in those areas that have been cleansed of corruption, filling those nearby with vim and vigour.

Declare: Pick a friendly unit that is not in combat and that is within 3" of a terrain feature that has been remediated by your army to be the target.

Effect: Roll a dice and apply the corresponding effect below. 1-2: No effect. 3: Add 1 to run rolls and charge rolls for the target until the start of your next turn. 4: Subtract 1 from wound rolls for attacks that target that friendly unit until the start of your next turn. 5: The target has WARD (5+) until the start of your next turn. 6: The target can immediately use the ‘Rally’ command as if it were your hero phase without any command points being spent. If it does so, you can make 3 additional rally rolls of D6.

Core Rule Changes

Battle Length

At the end of the fourth battle round, roll a dice. On a 1-2, the battle ends. On a 3+, the battle continues for another battle round. If it continues, at the end of the fifth battle round, roll a dice. On a 1-4, the battle ends. On a 5+, the battle continues for another battle round. The battle automatically ends after the sixth battle round.

  1. End of battle round 4Roll a dice. On a 1-2, the battle ends. On a 3+, the battle continues.
  2. End of battle round 5Roll a dice. On a 1-4, the battle ends. On a 5+, the battle continues.
  3. After battle round 6The battle automatically ends.

Withdrawing from Battle

During the battle, you have the option to withdraw if the cost of fighting on seems too steep. At the start of your turn, you can withdraw if at least half of the units from your starting army have been destroyed. If you do so, all of the units in your army that are still on the battlefield are immediately removed from play but they do not count as having been destroyed. If you withdraw, your opponent wins a major victory regardless of the victory conditions of the battleplan.

If there is anything your opponent still needs to achieve in the battle, the remaining battle rounds are played through to their conclusion. If not, the battle immediately ends.

Replacement Units and Summoned Units

From a narrative perspective, replacement units in a Path to Glory campaign are entirely different units to the ones they are replacing. Therefore, they do not have any of the upgrades the original unit had. After the battle ends, replacement units and summoned units are not added to your roster.

Resting Units

Starting with the player whose general has the lowest rank, each player can pick 1 unit in their army to be resting. That unit is not used in this battle and does not count towards that player’s total points value for their army for this battle.

Glorious Victory

Some battleplans describe the victory conditions required to win the battle, while others refer to victory points. For the latter battleplans, with the exception of Be It Purity or Putrescence, when the battle ends, if one player has more victory points than their opponent, they win a major victory. If the players are tied on victory points, the player whose army remediated the most terrain features wins a minor victory. Any other result is a draw.

In addition, at the end of each battle, if a player has fulfilled a specific victory condition, certain rewards can be earned (see Blighted Wilds Rewards).

Seizing the Initiative

In a Blighted Wilds campaign, if the player who went second in the previous battle round wins the priority roll and chooses to go first, this is called ‘seizing the initiative’. The first time in a Blighted Wilds battle that a player seizes the initiative, the rules for determining the underdog change: for the rest of the battle, the underdog is always the opponent of the player who most recently seized the initiative. In addition, players have access to the following ability each battle:

Once Per Turn (Army), Start of Enemy Turn

STRATEGIC MASTERY

In times of dire need, the greatest tacticians step forward.

Effect: If your opponent seized the initiative this battle round and you have not seized the initiative this battle, roll a dice for each command point your opponent has. For each 5+, your opponent loses 1 command point and you gain 1 command point.

Wahapedia · Blighted Wilds