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. Choose the game this army is for, enter your cipher and save. Once filed, a roster can only be changed by the Warmaster — ask them if you made a mistake.
Locked for this campaign — the Warmaster can change it.
Your detachment's Force Disposition is listed in the Munitorum Field Manual.
The Warmaster groups every commander into an Alliance — Liberators, Oppressors or Raiders. You are paired against commanders of other Alliances.
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.
Special event days: the shop opens although that weekday is normally shut. Commanders can then offer and pick these dates. A closure on the same day wins.
Set or clear dates, and cancel a game when the shop needs the table for something else.
Your session has expired. Sign in again with your Warmaster cipher.
It pops up once for every commander it is meant for, the next time they open the site, until they press Got it.
English is required. Anyone whose language you leave empty sees the English.
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.
Group every commander into an Alliance. Their faction is locked after their first roster; you can change it here. Grey text shows what they typed themselves before Alliances existed.
Every game not yet reported. If two commanders cannot file their report, file it for them here.
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.
Who sits out which game.
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.
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.
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.
One briefing per game for each Alliance.
Everything you have posted, newest first, with who has read it.
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.
Luxembourg time.
Players can only offer and pick dates inside a game's window.
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.
Warmaster's Cogitator · v16 ·