The signal carries the muster roll, the battle log and the standing of every commander. Choose your tongue, then transmit your cipher.
Enlistment is closed. Speak to the Warmaster.
Give the name you wish to be known by. The Warmaster will clear you and hand you your cipher in person.
Each season keeps its own muster roll, battle log and standings. You can switch at any time from the main page.
Who you are signed in as, and what this site holds about you.
Pick the palette this site wears for you. Saved to your commander, so it follows you to any device.
Bringing a friend into the campaign? Register their name here — the Warmaster will clear them and issue a cipher.
Every field is required. Pick your name, enter your cipher, and this season's roster is saved under it. Saving again keeps the old version in the archive.
Alliance and Force Disposition are recorded on your roster at the Muster Armies step — bring them to every game. Your Alliance also decides who you can be paired against.
Games the Warmaster has scheduled for you. Only the commander named as reporter can file the result, and the opponent must approve it afterwards.
Your opponent has filed these. Check the numbers, then approve or dispute. A result counts towards the standings only once approved.
The victor is worked out from VP automatically. Equal VP is recorded as a draw, in which case both commanders draw a Battle Skill card.
Propose a date, or confirm one your opponent has proposed. Closed days cannot be chosen.
One narrative table, so one game at a time. Days the shop is shut are struck through. Confirmed games are outlined.
Three campaign points for a victory, one for a draw. Ties broken by total VP, then VP differential.
Every commander's results in order, oldest first.
Every battle filed so far, newest first.
Every declared force this season. Open a commander to read their list.
Days marked closed cannot be picked for a game. Commanders never see them as an option, so nothing has to be turned down later.
Holidays, release weekends, tournaments — any single date the narrative table is not free.
Set or clear dates, and cancel a game when the shop needs the table for something else.
This panel clears commanders, issues ciphers and edits campaign data. Enter the Warmaster PIN.
New commanders awaiting clearance. Approving one generates their cipher — pass it to them in person.
While enlistment is closed, nobody can request to join — the option disappears from the login screen and the Commander tab. You can still add commanders yourself below.
For someone you are bringing in directly. They are cleared straight away and get a cipher to pass on.
Everyone cleared for the campaign, their cipher, and every roster they have ever filed.
Add a new season when the current one ends. Each starts with a clean muster roll and log; commanders and their ciphers carry over.
The Warmaster selects each phase's Location card instead of rolling for it. These settings belong to the season you are viewing.
Luxembourg time. Each phase counts down on its block and on the login screen, then reads IN PROGRESS. Tick the box to release that phase's briefing automatically when its timer reaches zero.
Dominatus pairs commanders from opposing Alliances. Record pairing sorts by win/loss record first, then by win path — the timing of those wins — before falling back to random.
For catch-up games, or to give the test account something to try.
Generating only previews the draw. Nothing is assigned until you press the assign button — then each pairing appears in both commanders' orders, the first named files the report and the second approves it.
Record how each phase resolved. The planetary control bar suggests which way it fell, but the decision is yours — set it once a phase is finished and the next phase serves the matching briefing.
The text players read when they open a phase. Each slot holds a story and a mission, in each language. Markdown is supported: # heading, **bold**, *italic*, > quote, · list, --- rule.
The mission is shared by every record — edit it on the main record.
Run this when you assign new pairings. Unapproved reports are accepted by acclamation, and games nobody played are forfeited. Disputed reports are never touched — those stay for you to settle.
Delete a mis-filed battle report. Standings recalculate immediately.
Copy everything out as a backup, or change the PIN.
Muster roll, battle log and standings for a three-phase Dominatus campaign.
Battle sequence, phase structure and pairing method follow the Warhammer Dominatus Event Companion. Card effects live in your Dominatus deck.