CampaignWD 489 · pp. 20–21
The campaign finale links an optional Warcry sabotage battle beneath Everquake City to a siege fought by teams of Age of Sigmar players. It explains when a territory holder can spend achievement points to trigger the conclusion, how to choose commanders and participating players, and which territory effects carry into the battle. Final rankings combine the value of controlled or pillaged territories with a bonus for the winning siege team.
Age of SigmarWarcry
RulesWD 489 · pp. 22–23
Attackers infiltrate Everquake’s underground vault to shatter three pylons while defenders try to preserve the city’s stability. The scenario supplies both a conventional terrain layout and a Cursed City tile arrangement, plus cramped fighting that restricts flying and large creatures, rewards driving enemies into walls, and connects entrances through unreliable secret passages. The number of pylons destroyed determines how many fortification-damage rolls are made before the linked siege.
Warcry
RulesWD 489 · pp. 24–25
Two to six players divide into attacking and defending teams, each with a warlord who resolves shared decisions. The defenders construct a continuous fortress, divide their troops between garrison and delayed relief, and hold a gatehouse objective and a deeper strongpoint. Rules give walls and gates destructible profiles, adapt garrisons and monstrous demolition, and make the result depend on both captured objectives and the proportion of fortifications ruined.
Age of Sigmar