The surest blow is delivered from the shadows. None know this better than the Daughters of Khaine, they who have drenched the canyons of Ulgu in the blood of countless trespassers and would-be despoilers. Even as the Mortal Realms are consumed by the totality of war, the great temple-city of Hagg Nar echoes to the screams of sacrificial victims and the frenzied chanting of Witch Aelves. Morathi, the infamous High Oracle of Khaine, prepares for the most important battle she will ever fight.

Let Sigmar and Nagash shake the earth beneath the tread of colossal armies, playing out their ancient hatred upon a thousand war fronts. Let the orruks and the foul minions of Chaos indulge in primitive savagery, burning and pillaging in an aimless, mindless orgy of destruction.

In the midst of such calamity there is golden opportunity – and Morathi’s ambition transcends mere conquest.

While her enemies tear themselves to bloody shreds upon the spears and blades of their rivals, the High Oracle will play a subtler game. Deceit and deception shall be her weapons, betrayal her most potent poison.

The High Oracle of Khaine desires nothing less than the power of a true goddess, and she will let nothing stand in the way of her ascension.

Bonds will be broken, alliances will be shattered, and powerful enemies made. And when the dust settles, the fate of the Mortal Realms will be forever altered.

Morathi

The surest blow is delivered from the shadows. None know this better than the Daughters of Khaine, they who have drenched the canyons of Ulgu in the blood of countless trespassers and would-be despoilers. Even as the Mortal Realms are consumed by the totality of war, the great temple-city of Hagg Nar echoes to the screams of sacrificial victims and the frenzied chanting of Witch Aelves. Morathi, the infamous High Oracle of Khaine, prepares for the most important battle she will ever fight.

This section of Broken Realms: Morathi contains exciting new rules for open and narrative play games. You can use the rules in this section to recreate the battles that were fought when Morathi unleashed her plan to raise herself to godhood and take control of the free city of Anvilgard.

Campaign Rules

This book includes six battleplans, each based on a critical battle that was part of Morathi’s quest to become a god and extend the power of the Khainite Cult within the Mortal Realms. The rules on this page allow you to play a series of linked games that recreates the High Oracle’s monstrously ambitious plan.

THE ARMIES
This campaign is fought between two players. One player is the Morathi player and the other player is the Enemy player. The Morathi player must be able to field the following armies from the battleplans:
Priceless Bounty: Morathi’s Army
Valley of Ash and Blood: Stormcast Eternals Army
Hagganal Bay: Daughters of Khaine Army
The Inner Chamber: Daughters of Khaine Army
The Undertunnels: Ven Brecht’s Army
The Fall of Anvilgard: Insurrectionist Army

The Enemy player must be able to field the following armies:
Priceless Bounty: Slaves to Darkness Army
Valley of Ash and Blood: Slaves to Darkness Army
Hagganal Bay: Idoneth Deepkin Army
The Inner Chamber: Idoneth Deepkin Army
The Undertunnels: Beastmasters Army
The Fall of Anvilgard: Anvilgard Army

THE BATTLES
The players must fight each battle in the order in which they appear in Broken Realms: Morathi book.

CONSEQUENCES OF BATTLE
Any named characters that are slain in a battle are assumed to have been hurt but not killed, and will be fully recovered in time for the next battle. This aside, the result of an earlier battle may have an impact on subsequent battles that are fought, as explained below. If you are allowed to add units to your army, they must conform to any Unit Selection restrictions for the battleplan being used.

Priceless Bounty/Valley of Ash and Blood: No changes.

Hagganal Bay: The Morathi player can add 1 DAUGHTERS OF KHAINE unit to their army for each major victory they have won so far in the campaign. The Enemy player can add 1 IDONETH DEEPKIN unit to their army for each major victory they have won so far in the campaign.

The Inner Chamber: If Volturnos was slain in Hagganal Bay, he does not take part in this battle. If Nemmetar was slain in Hagganal Bay, he is replaced with an Akhelian King and the Bloodsurf Hunt warscroll battalion is not used. If the Enemy player won a major victory in Hagganal Bay, they can add 1 Akhelian Allopexes unit to their army.

The Undertunnels: If Ven Brecht was not slain in Valley of Ash and Blood, the Enemy player receives D3 command points at the start of the first battle round of this battle. If the Morathi player won a major victory in The Inner Chamber, they receive D3 command points at the start of the first battle round of this battle.

The Fall of Anvilgard: The Morathi player can add 1 CITIES OF SIGMAR or DAUGHTERS OF KHAINE unit to their army for each major victory they have won so far in the campaign. The Enemy player can add 1 STORMCAST ETERNALS or CITIES OF SIGMAR unit to their army for each major victory they have won so far in the campaign.

CAMPAIGN VICTORY
If one player is victorious in Priceless Bounty, The Inner Chamber and The Fall of Anvilgard, they win a total campaign victory. If one player is victorious in The Fall of Anvilgard and either Priceless Bounty or The Inner Chamber, they win a strategic campaign victory. In any other circumstances, the victor in The Fall of Anvilgard wins a tactical campaign victory.

Alternative Armies
If you don’t have all of the units or armies needed to fight a campaign, just substitute suitable units that you do have for the ones that you don’t. For example, if the player using the Morathi army in Priceless Bounty didn’t have any SACROSANCT units, they could substitute them for STORMCAST ETERNALS or DAUGHTERS OF KHAINE units they do have.

Realms of Battle

Below you will find three new sets of Realms of Battle rules that allow you to fight battles set in the regions of the Mortal Realms described in the narrative section of Broken Realms: Morathi. These rules are suitable for narrative and open play games but are not intended for matched play.

Realm of Battle: The Helleflux, Ulgu

REALMSPHERE MAGIC
Umbral Leap: The caster becomes one with the darkness, traversing the battlefield in a flicker of shadows.
Umbral Leap has a casting value of 8. If successfully cast, remove the caster from the battlefield and then set them up again anywhere on the battlefield more than 9" from any enemy units. If this spell is successfully cast and not unbound, the caster cannot move in the next movement phase.

REALMSCAPE FEATURE
Wellspring of Shadow: The Helleflux is a great font of Ulguan magic, rendering the surrounding islands places of illusion and deception where nothing is as it seems.
For each terrain feature that has a scenery rule that would be picked or determined before the battle, do not do so before the battle. Instead, the first time a unit is set up or finishes a move within 1" of that terrain feature, randomly determine the scenery rule by rolling on the Scenery table.

REALM COMMAND
Unseen Killers: Those who make war in the lands around the Helleflux quickly learn to strike from the shadows with deadly effect.
You can use this command ability when you pick a friendly unit to shoot or fight and that unit is wholly within 12" of a friendly HERO and wholly within 3" of a terrain feature. If you do so, add 1 to hit rolls for attacks made by that unit until the end of the phase.

REALM ARTEFACT
The Fetch’s Ring: This ensorcelled band of dark metal projects a shadowy mirror image of the bearer, drawing the enemy’s attention.
Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 4+, that wound or mortal wound is negated. If this artefact of power negates a wound or mortal wound, you cannot use it to attempt to negate any more wounds or mortal wounds for the rest of the phase.

Realm of Battle: The Charrwind Coast, Aqshy

REALMSPHERE MAGIC
Scalehide: The caster transforms the subject’s flesh into the tough, scaly hide of a drake.
Scalehide has a casting value of 7. If successfully cast, pick 1 friendly HERO that does not have a mount, is within 12" of the caster and is visible to them. Add 1 to save rolls for attacks that target that HERO until your next hero phase.

REALMSCAPE FEATURE
Sweltering Mists: Thick, billowing mists roll across the Charrwind Coast, providing the perfect cover for advancing killers.
At the start of the enemy shooting phase, you can pick up to D3 friendly units to be covered by mist. Subtract 1 from hit rolls for attacks that target those units until the end of the phase.

REALM COMMAND
Misthunters: Those who fight amidst the haze of the Charrwind Coast learn to rely on their instincts as much as their senses.
You can use this command ability before you pick a unit to shoot in your shooting phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Do not subtract 1 from hit rolls for attacks made by that unit that target an enemy unit covered by mist (see Sweltering Mists).

REALM ARTEFACT
Black Kraken Helm: Just like the tentacled, deep-sea monstrosity in whose image it has been fashioned, this helm can project swirling clouds of a powerful toxin.
Once per battle, at the end of a combat phase, you can roll a dice for each enemy unit within 3" of the bearer. On a 4+, that enemy unit suffers D3 mortal wounds.

Realm of Battle: Varanthax’s Maw, The Eightpoints

REALMSPHERE MAGIC
Fleshwarp: With a gesture, the caster causes the flesh of their target to melt and reform into a new and hideous configuration.
Fleshwarp has a casting value of 8. If successfully cast, pick 1 enemy HERO within 12" of the caster that is visible to them. Subtract 1 from hit rolls for attacks made by that HERO for the rest of the battle. This spell cannot affect the same HERO more than once per battle, and has no effect on hit rolls for attacks made by a mount.

REALMSCAPE FEATURE
Forbidden Forgecraft: Within the halls and forge-floors of Varanthax’s Maw can be found all manner of arcane esoterica, weapons, armour and priceless artefacts.
Once per battle, in your hero phase, you can pick 1 friendly HERO that does not have an artefact of power, that is not a named character and that is within 1" of an objective marker or terrain feature wholly within enemy territory. If you do so, roll a dice. On a 2+, you can give that HERO an artefact of power. The artefact must be one that could have been given to the HERO when the army was chosen.

REALM COMMAND
Self-sacrifice: Warriors who fight in Varanthax’s Maw soon learn that they may have to make the ultimate sacrifice in order to ensure victory for their army.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Until the end of the phase, add 1 to hit rolls for attacks made by that unit, and subtract 1 from save rolls for attacks that target that unit.

REALM ARTEFACT
The Devourer: Fashioned from pure varanite, this immense two-headed axe inflicts wounds that turn into gnashing mouths in the victim’s flesh and devour them from within.
Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon that targets a HERO is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.
Battleplan

Priceless Bounty

Morathi’s army and the arcane warriors of the Dolorites pressed on until they at last entered the lowest depths of Varanthax’s Maw, where three bloated borewyrms slurped up huge volumes of varanite. Morathi drove forward, destroying the Chaos Warriors that guarded the borewyrms and collecting the molten realmstone in her Cauldrons of Blood. All that then remained was to escape, while ensuring that none of her Stormcast Eternal allies survived to reveal what she had done…

THE ARMIES
One player is the Morathi player. Their opponent is the Slaves to Darkness player.

Morathi’s Army
The Morathi player must use a Zainthar Kai Daughters of Khaine army. It must consist of the following units:
Morathi, High Oracle of Khaine
• 1-2 CAULDRONS OF BLOOD
• 6 other DAUGHTERS OF KHAINE units
• 2 allied SACROSANCT units

Slaves to Darkness Army
The Slaves to Darkness player must use a Slaves to Darkness army. It must consist of 16 SLAVES TO DARKNESS units.

Unit Selection
With the exception of Morathi and Cauldrons of Blood, the units in each army must conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for Varanthax’s Maw, the Eightpoints.

SET-UP
The players alternate setting up units one at a time, starting with the Morathi player. Players must set up their units wholly within their territory. The Cauldrons of Blood must be set up more than 36" from the escape edge of the battlefield. The Slaves to Darkness player can set up their units in either or both of their territories, and must set them up more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

ENDLESS HORDE
Every time a unit in the Slaves to Darkness army is destroyed, it is replaced with an identical reserve unit. At the end of the Slave to Darkness player’s movement phase, they can set up any of these units wholly within one of their territories, wholly within 6" of the battlefield edge and more than 12" from the escape edge.

ESCAPE
If Morathi or a Cauldron of Blood is within 6" of the escape edge at the end of a battle round, the model escapes: remove it from play.

BATTLE LENGTH
The battle continues until Morathi and all Cauldrons of Blood have either been destroyed or have escaped.

GLORIOUS VICTORY
The Morathi player wins a major victory if Morathi and at least 1 Cauldron of Blood escaped and all STORMCAST ETERNALS units have been destroyed.

The Morathi player wins a minor victory if Morathi and at least 1 Cauldron of Blood escaped and any STORMCAST ETERNALS units are on the battlefield.

The Slaves to Darkness player wins a major victory if Morathi has been slain and all Cauldrons of Blood have been destroyed.

The Slaves to Darkness player wins a minor victory if Morathi escaped and all Cauldrons of Blood have been destroyed.


Battleplan

Valley of Ash and Blood

While Morathi fought in the depths of Varanthax’s Maw, on the surface a Stormcast Eternals army fought a desperate battle against a much larger Chaos force. Every moment the Stormcasts could endure would buy Morathi precious time to escape from the Eightpoints. However, as the battle began to unfold, it quickly became clear that the Stormcasts had fallen into a deadly trap.

THE ARMIES
One player is the Stormcast Eternals player. Their opponent is the Slaves to Darkness player.

Stormcast Eternals Army
The Stormcast Eternals player must use an Anvils of the Heldenhammer Stormcast Eternals army. It must consist of the following units:
• 12 STORMCAST ETERNALS units
• 3 allied MELUSAI or KHINERAI HARPIES units in any combination

Slaves to Darkness Army
The Slaves to Darkness player must choose the IDOLATORS Damned Legion keyword for their army. It must consist of the following units and warscroll battalion:
• 1 Gaunt Summoner on Disc of Tzeentch (the Eater of Tomes)
• 1-2 Chaos Warshrines
• 14 other SLAVES TO DARKNESS units
Gresh’s Iron Reapers

Unit Selection
With the exception of the Eater of Tomes, Rokar Gresh and Chaos Warshrines, the units in each army must conform to one of the types on the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for Varanthax’s Maw, the Eightpoints.

SET-UP
The players alternate setting up units one at a time, starting with the Slaves to Darkness player. Players must set up units wholly within their territory and more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

ENDLESS HORDE
Every time a unit in the Slaves to Darkness army is destroyed, it is replaced with an identical reserve unit. At the end of the Slave to Darkness player’s movement phase, they can set up any of these replacement reserve units wholly within their territory and wholly within 6" of the battlefield edge.

TERRIBLE FATE
Subtract 1 from save rolls for attacks that target STORMCAST ETERNALS units while they are wholly within 18" of any Chaos Warshrines.

BATTLE LENGTH
Starting from the third battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+, the battle ends. On any other roll, the battle continues.

GLORIOUS VICTORY
The Stormcast Eternals player wins a major victory if any STORMCAST ETERNALS units are on the battlefield and at least 1 Chaos Warshrine has been destroyed.

The Stormcast Eternals player wins a minor victory if no STORMCAST ETERNALS units are on the battlefield and at least 1 Chaos Warshrine has been destroyed.

The Slaves to Darkness player wins a major victory if no STORMCAST ETERNALS units are on the battlefield and no Chaos Warshrines have been destroyed.

The Slaves to Darkness player wins a minor victory if any STORMCAST ETERNALS units are on the battlefield and no Chaos Warshrines have been destroyed.


Battleplan

Hagganal Bay

Nowhere was the battle fiercer than at Hagganal Bay. Namarti emerged from the crashing waves, skipping nimbly across slick stone. Watchtowers spat streaming arcs of shadowflame into their midst, wreathing scores in flesh-melting black fire. Reaper-bolts scythed through the mass of pale bodies, and Khinerai descended from the inky clouds in killing flocks…

THE ARMIES
One player is the Idoneth Deepkin player. Their opponent is the Daughters of Khaine player.

Idoneth Deepkin Army
The Idoneth Deepkin player must use an Idoneth Deepkin army. It must consist of the following units and warscroll battalion:
Volturnos, High King of the Deep
• 1-3 Akhelian Leviadons
• 12 other IDONETH DEEPKIN units
The Bloodsurf Hunt

Daughters of Khaine Army
The Daughters of Khaine player must use a Hagg Nar Daughters of Khaine army. It must consist of the following units:
• 16 DAUGHTERS OF KHAINE units
• 1 allied Kharibdyss
• 2 other allied SCOURGE PRIVATEERS units

Unit Selection
With the exception of Volturnos, Nemmetar, Akhelian Leviadons and the Kharibdyss, the units in each army must conform to one of the types on the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Linebreaker Unit: A unit of 1 model with a Wounds characteristic of more than 5 that is not a HERO or a MONSTER.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for the Helleflux, Ulgu.

SET-UP
The Daughters of Khaine player sets up their army first. They must set up their DAUGHTERS OF KHAINE units wholly within Daughters of Khaine territory and their SCOURGE PRIVATEERS units wholly within Scourge Privateers territory. The Idoneth Deepkin player sets up their army second, wholly within their territory and more than 12" from enemy territory.

FIRST TURN
The Idoneth Deepkin player takes the first turn in the first battle round.

LORDS OF THE SEA
Models in the Daughters of Khaine army cannot finish a move in Idoneth Deepkin territory unless they can fly. In addition, instead of making a normal move with a unit that is wholly within Idoneth Deepkin territory, the Idoneth Deepkin player can remove that unit and set it up again wholly within their territory and more than 9" from any enemy units. They can relocate any number of units in this way in each of their movement phases.

WATCHTOWERS
The Daughters of Khaine player can use this command ability in their hero phase. If they do so, they can pick 1 enemy unit that is within 18" of an objective and roll a dice. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The Idoneth Deepkin player wins a major victory if they control at least 2 objectives at the end of the battle.

The Idoneth Deepkin player wins a minor victory if they control only 1 objective at the end of the battle.

The Daughters of Khaine player wins a major victory if they control all 3 objectives at the end of the battle and Volturnos has been slain.

The Daughters of Khaine player wins a minor victory if they control all 3 objectives at the end of the battle and Volturnos is on the battlefield.


Battleplan

The Inner Chamber

The Bloodsurf Hunt of King Nemmetar led the charge through the shadowed halls of the First Temple, his Allopexes tearing a swathe through the Khainite temple guards. With every bite the blade-finned predators became more frenzied, but their bloodscent remained impeccable – they led Nemmetar and the High King straight to the great doors of Khruthú. A blow from the Astra Solus splintered shadow-forged metal, and the High King’s retinue burst into the inner chamber – the very seat of Morathi’s power…

THE ARMIES
One player is the Idoneth Deepkin player. Their opponent is the Daughters of Khaine player.

Idoneth Deepkin Army
The Idoneth Deepkin player must use an Idoneth Deepkin army. It must consist of the following units and warscroll battalion:
Volturnos, High King of the Deep
The Bloodsurf Hunt

Daughters of Khaine Army
The Daughters of Khaine player must use a Zainthar Kai Daughters of Khaine army. It must consist of the following units and warscroll battalion:
Morathi-Khaine
The Shadow Queen
Vyperic Guard

REALMS OF BATTLE
This battle uses the rules for the Helleflux, Ulgu.

LOW-CEILINGED CHAMBER
Models cannot fly in this battle.

SET-UP
The Daughters of Khaine player sets up their army first. Morathi-Khaine and the Shadow Queen must be set up in reserve. All other units in the Daughters of Khaine army must be set up wholly within Daughters of Khaine territory. The Idoneth Deepkin player sets up their army second, wholly within 6" of the entrance.

FIRST TURN
The Idoneth Deepkin player takes the first turn in the first battle round.

THE RITUAL
The Daughters of Khaine player must roll a dice at the end of each of their turns. On a 1, if Volturnos is more than 3" from the Mother Cauldron, nothing happens. On a 1, if Volturnos is within 3" of the Mother Cauldron, it is destroyed.

On a 2+, all models within 6" of the Mother Cauldron are slain, with the exception of Volturnos. If Volturnos is within 6" of the Mother Cauldron, the Idoneth Deepkin player must remove him from the battlefield and set him up again anywhere on the battlefield that is more than 12" from the Mother Cauldron and more than 3" from any enemy models.

After any models have been slain and Volturnos has been moved if necessary, Morathi-Khaine and the Shadow Queen must be set up within 3" of the Mother Cauldron and more than 1" from an enemy models. Do not roll again for the Ritual after the Morathi models have been set up.

BATTLE LENGTH
The battle lasts for 5 battle rounds, or until Volturnos and Nemmetar have been slain, or until the Shadow Queen has been slain, or until the Mother Cauldron is destroyed, whichever occurs first.

GLORIOUS VICTORY
The Idoneth Deepkin player wins a major victory if the Mother Cauldron has been destroyed or the Shadow Queen has been slain.

The Idoneth Deepkin player wins a minor victory if the battle lasted for 5 battle rounds and Volturnos is on the battlefield.

The Daughters of Khaine player wins a major victory if Volturnos and Nemmetar have been slain and the battle lasted for less than 4 battle rounds.

The Daughters of Khaine player wins a minor victory if Volturnos and Nemmetar have been slain and the battle lasted for at least 4 battle rounds.


Battleplan

The Undertunnels

As the battle raged on through the streets of Anvilgard, Ven Brecht led a small, potent battleforce into the undertunnels with the aim of recapturing the Freeguild cogfort Old Firesnout. Ven Brecht had hoped to avoid confrontation with the enemy, but that proved a vain wish. Beastmasters of the Order Serpentis in thrall to Kraeth had driven their most fearsome monsters underground. As Ven Brecht’s force neared the location of Old Firesnout, the ground shook and thundering out of the darkness came many-headed War Hydras, snorting flames as they caught the scent of prey on the foetid wind.

THE ARMIES
One player is the Ven Brecht player. Their opponent is the Beastmasters player.

Ven Brecht’s Army
The Ven Brecht player must use an Anvils of the Heldenhammer Stormkeep army. It must consist of the following units and warscroll battalion:
• 1 Warden King (Loriksson)
• 1 Ironbreakers unit
Ven Brecht’s Black Watch

The Beastmasters Army
The Beastmasters player must use a Har Kuron Cities of Sigmar army. It must consist of the following units:
• 4 War Hydras or Kharibdysses in any combination

REALMS OF BATTLE
This battle uses the rules for the Charrwind Coast, Aqshy.

SET-UP
The Ven Brecht player sets up their army first, wholly within their territory.

The Beastmasters player sets up their army second. 1 unit must be set up wholly within each of their territories more than 12" from any enemy units. The remaining unit can be set up anywhere on the battlefield that is more than 12" from any enemy units (it can be set up in Ven Brecht’s territory).

VEN BRECHT AND LORIKSSON
Both Ven Brecht and Loriksson are considered to be generals. Loriksson has the Slayer of Monsters command trait from the Rulers of Anvilgard table in Battletome: Cities of Sigmar. You cannot take any other command traits or any artefacts of power for Ven Brecht’s army.

FIRST TURN
The Ven Brecht player takes the first turn in the first battle round.

SURPRISE ATTACK
In the first battle round, units from Ven Brecht’s army cannot run or attempt to charge.

NO QUARTER
Do not take battleshock tests in this battle.

BATTLE LENGTH
The battle lasts until one army has been destroyed.

GLORIOUS VICTORY
A player wins a major victory if their opponent’s army is destroyed before the end of the fourth battle round.

A player wins a minor victory if their opponent’s army is destroyed after the end of the fourth battle round.


Battleplan

The Fall of Anvilgard

Though outnumbered and cut off from his allies, Lord-Veritant Ven Brecht led the fight back against the insurrectionists – but he would soon face the true power seeking to conquer the City of Scales.

THE ARMIES
One player is the Anvilgard player. Their opponent is the Insurrectionists player.

Anvilgard Army
The Anvilgard player must use either an Anvils of the Heldenhammer Stormkeep army or an Anvilgard army. It must consist of the following units:
• 1 Lord-Veritant (Ven Brecht)
• 16 other units

Insurrectionist Army
The Insurrectionist player must use an Anvilgard army. It must consist of the following units and warscroll battalion:
• 12 DARKLING COVENS, ORDER SERPENTIS, SCOURGE PRIVATEERS or SHADOWBLADES units in any combination
• 1 allied Morathi-Khaine
• 1 allied The Shadow Queen
• 2 allied MELUSAI units
Kraeth’s Shadowhost

Unit Selection
With the exception of Ven Brecht, Drusa Kraeth, Morathi-Khaine and the Shadow Queen, the units in each army must conform to one of the types on the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for the Charrwind Coast, Aqshy.

SET-UP
The Anvilgard player sets up their army first, wholly within their territory. The Insurrectionist player sets up their army second. Their DAUGHTERS OF KHAINE units must be set up in reserve, and all other units in the army must be set up wholly within Insurrectionist territory and more than 12" from any enemy units.

OLD FIRESNOUT
Do not roll to see who takes the first turn in the fifth battle round. Instead, the Anvilgard player takes the first turn.

Cogfort Barrage
Starting from the third battle round, the Anvilgard player can pick up to D6 enemy units and roll a dice for each of them. If the roll is less than or equal to the number of models in that unit, it suffers D3 mortal wounds.

RESERVES
The Insurrectionist player’s reserve units arrive at the end of their third movement phase. When they do, the Insurrectionist player must set up all of them apart from the Shadow Queen wholly within Insurrectionist territory and wholly within 6" of the battlefield edge.

The Shadow Queen is kept to one side and must instead attack the Cogfort, as described next. While she is attacking the Cogfort, she is treated as being on the battlefield.

The Shadow Queen
After the Shadow Queen arrives, at the end of each combat phase the Insurrectionist player can use her to attack Old Firesnout. If they do so, they must roll a dice. The roll is the amount of damage inflicted on Old Firesnout.

Once the damage inflicted on Old Firesnout is 4 or more, it has been destroyed, the Anvilgard player can no longer use the Cogfort Barrage rule and the Insurrectionist player must set up the Shadow Queen anywhere on the battlefield more than 3" from any enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, if more Insurrectionist army units have been destroyed than Anvilgard army units and the Shadow Queen has suffered more than 3 wounds, the Anvilgard player wins a major victory.

At the end of the battle, if more Insurrectionist army units have been destroyed than Anvilgard army units and the Shadow Queen has suffered less than 4 wounds, the Anvilgard player wins a minor victory.

At the end of the battle, if at least twice as many Anvilgard army units have been destroyed as Insurrectionist army units, the Insurrectionist player wins a major victory.

Any other result is a minor victory for the Insurrectionist player.

Teclis

The rise of the Lumineth, precipitated by Teclis’ forays into the Mortal Realms, saw the aelves restore order across a hundred war-torn nations. They and their allies did not stand uncontested – indeed, amongst the cast of madmen, tyrants and kings that opposed them was the Great Necromancer himself.

This section of Broken Realms: Teclis contains exciting new rules for open and narrative play games. You can use the rules in this section to recreate the battles that were fought between the forces of Teclis and Nagash as they struggled for supremacy in the Mortal Realms.

Campaign Rules

This book includes six battleplans, each based on a critical battle that was part of the campaign fought between the Lumineth Realm-lords and Nagash. The rules on this page allow you to play a series of linked games that recreates the events of the entire campaign leading up to Nagash’s duel with Teclis.

THE ARMIES
This campaign is fought between two players. One player is the Teclis player and the other player is the Nagash player. The Teclis player must be able to field the following armies from the battleplans:
Storm of Gheists: Settler’s Gain Army
Across the Plains: Lumineth Realm-lords Army
The Reality Sores: Maggotkin of Nurgle Army
All That Glitters: Kharadron Overlords Army
A Fate Postponed: Lumineth Realm-lords Army
A Clash of Gods: Teclis’ Army

The Nagash player must be able to field the following armies:
Storm of Gheists: Nighthaunt Army
Across the Plains: Stalliarch Lords Army
The Reality Sores: Legion of Night Army
All That Glitters: Legion of Blood Army
A Fate Postponed: Null Myriad Army
A Clash of Gods: Nagash’s Army

THE BATTLES
The players must fight each battle in the order in which they appear in this book.

CONSEQUENCES OF BATTLE
Any named characters that are slain in a battle are assumed to have been hurt but not killed, and will be fully recovered in time for the next battle. This aside, the result of an earlier battle may have an impact on subsequent battles that are fought, as explained below.

If you are allowed to add units to your army they must conform to any Unit Selection restrictions for the battleplan being used.

Storm of Gheists/All That Glitters: No changes.

Across The Plains: The player that won Storm of Gheists receives 1 extra command point at the start of the first battle round of this battle.

The Reality Sores: The player that won Across The Plains receives 1 extra command point at the start of the first battle round of this battle.

A Fate Postponed: The winner of All That Glitters receives 1 extra command point at the start of the first battle round of this battle if they won a minor victory, or D3 extra command points at the start of the first battle round if they won a major victory.

A Clash of Gods: The Teclis player can add 1 LUMINETH REALM-LORDS unit to their army for each major victory they have won so far in the campaign. The Nagash player can add 1 OSSIARCH BONEREAPERS unit to their army for each major victory they have won so far in the campaign.

CAMPAIGN VICTORY
If one player is victorious in Storm of Gheists, A Fate Postponed and A Clash of Gods, they win a total campaign victory. If one player is victorious in A Clash of Gods and either Storm of Gheists or A Fate Postponed, they win a strategic campaign victory. In any other circumstances, the victor in A Clash of Gods wins a tactical campaign victory.

Alternative Armies
If you don’t have all of the units or armies needed to fight a campaign, just substitute suitable units that you do have for the ones that you don’t. For example, if the player using the Null Myriad army in A Fate Postponed didn’t have any Gothizzar Harvesters, they could substitute them for OSSIARCH BONEREAPERS units they do have.

Streets of Death

The Mortal Realms are studded with settlements, ranging from mighty walled strongholds through to dung-filled wooden shanty towns. At times of war it is extremely common for ferocious battles to be fought amidst the streets, buildings and alleyways of these hubs of civilisation.

Sometimes a battleplan will use only some of the Streets of Death rules. In this case, it will list the rules that apply. If a battleplan simply says to use the Streets of Death rules, then all of the following rules apply.

The Streets of Death rules are divided into two types: those that can be used with any battleplan, and those that can only be used with battleplans that have an attacker and a defender. If a battleplan has an attacker and defender, it will describe how to decide who is the attacker and who is the defender.

The Streets of Death rules often refer to ‘buildings’. For rules purposes, a building is any terrain feature that can be garrisoned. In addition, the players can agree that any other terrain features they wish should count as buildings (Azyrite Ruins, for example).

Barricades: The defenders of a besieged settlement
will often place barricades across the streets.
After set-up is complete but before the battle begins, the defender can set up any number of barricades in their territory. Each barricade must stretch from one building to a different building that is within 8" of the first. The barricade can be represented by Walls and Fences, or any other suitable models in the player’s collection. Barricades are obstacles.

If a unit is within 1" of a barricade at the start of its movement phase and there are no enemy units within 6" of that barricade, that unit can knock that barricade down instead of making a normal move; if they do so, remove the barricade from the battlefield. A barricade that has been knocked down cannot be set up again.

Bricks and Stones: The terrified citizens of a settlement can hurl bricks, roof slates and other improvised missiles at their tormentors.
At the start of their shooting phase, the defender can make 1 Bricks and Stones attack from each building in their territory that has not been cleared (see below). To make a Bricks and Stones attack, pick 1 enemy unit within 6" of that building and roll a dice. On a 5+, that enemy unit suffers D3 mortal wounds. A building is cleared when an enemy unit garrisons the building. The defender cannot make Bricks and Stones attacks from a building once it has been cleared, even if the enemy unit garrisoning that building stops garrisoning it, or if any of the defender’s units garrison it.

Hidden Defenders: Fighting through the streets of a settlement is a tense and dangerous affair, where every building could house hidden defenders.
Instead of setting them up on the battlefield, the defender can place any of their units to one side and say that they are set up in hiding as reserve units. They must declare that they are doing so for each such unit, and then secretly pick an unoccupied building wholly within their territory and make a note that the unit is hiding in that building. Hidden units are treated as garrisoning that building and must conform to any limitations that apply to garrisoning units.

The defender can reveal the location of any hidden units in their hero phase. In addition, they must reveal a hidden unit if an enemy unit attempts to garrison the building it is hiding in, the building it is hiding in collapses, or the building it is hiding in is set on fire. If a hidden unit is revealed because an enemy unit attempts to garrison the building it is hiding in, the enemy unit cannot garrison the building and cannot move in the movement phase in which it attempted to do so.

Narrow Streets: The narrow streets of a settlement are dangerous ground for mounted units, who risk crashing into the walls on either side of the street if they advance along them at anything other than a walking pace.
A narrow street is any area of open ground between two buildings that are 4" or less apart. If a MONSTER or a model with a mount makes a run move or charge move, and any part of that move was on a narrow street, roll a dice after the move has been made. On a 1, that model’s unit suffers 1 mortal wound after all of the models in the unit have been moved. Only roll for models that can fly if they finish a run move or a charge move on a narrow street.

Realms of Battle

Below you will find three new sets of Realms of Battle rules that allow you to fight battles set in the regions of the Mortal Realms described in the narrative section of Broken Realms: Teclis. These rules are suitable for narrative and open play games but are not intended for matched play.

Realm of Battle: Praetoris, Shyish

REALMSPHERE MAGIC
Drain Vitality: This cursed spell saps a foe’s strength, leaving them weak and vulnerable.
Drain Vitality has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, re-roll unmodified hit rolls of 6 for attacks made by that unit, and re-roll unmodified save rolls of 6 for attacks that target that unit.

REALMSCAPE FEATURE
The Triptych: This trio of statue-topped fortresses on the Great Plains of Praetoris is a nexus of death magic.
DEATH WIZARDS treat all terrain features as having the Arcane scenery rule in addition to any other scenery rules that they have.

REALM COMMAND
Full Tilt!: The flat plains of Praetoris allow mounted units to advance at a blistering pace.
You can use this command ability at the start of your movement phase. If you do so, pick 1 friendly unit that has mounts and is wholly within 12" of a friendly HERO. That unit can run in that movement phase and still charge later in the same turn.

REALM ARTEFACT
Sepulchral Plate: The deathly energies of this black plate seep into the wearer’s wounds, substituting injury with unnatural vitality.
Roll a dice each time you allocate a wound to the bearer. On a 6, that wound is negated.

Realm of Battle: Invidia, Ghyran

REALMSPHERE MAGIC
Cloying Quagmire: The sorcerer thrusts their hands into the soil, causing the ground to liquefy into a sucking, gasping quagmire.
Cloying Quagmire has a casting value of 5. If successfully cast, pick 1 enemy unit within 14" of the caster that is visible to them and roll a dice. If the roll is equal to or greater than that unit’s Save characteristic, that unit suffers D6 mortal wounds.

REALMSCAPE FEATURE
Thumb-sized Mosquitos: The ruin-dotted swamps of Invida are home to blood-sucking insects that are of a monstrous size.
At the start of the enemy movement phase, you can pick up to D3 enemy units. Roll a dice for each unit. On a 1-3 nothing happens. On a 4-5, that unit suffers 1 mortal wound. On a 6, that unit suffers 1 mortal wound and cannot run in that phase.

REALM COMMAND
Submerge: The swamplands of Invidia can provide protection from enemy attacks to those warriors who are willing to submerge themselves in its foetid waters.
You can use this command ability at the start of the enemy shooting phase. If you do so, pick 1 friendly unit that is wholly within 12" of a friendly HERO. Apply the cover modifier to save rolls for that unit until the end of that phase.

REALM ARTEFACT
The Fecund Flask: The bearer of this flask can drink deep of its endless contents, allowing the poisonous blessings of Nurgle to restore their vitality – though not always in the way the imbiber may have hoped.
Once per battle, at the start of your hero phase, you can roll a dice for the bearer. On a 2+, all wounds allocated the bearer are healed. On a 1, the bearer is slain, but before they are removed you can add 1 BEASTS OF NURGLE unit with 1 model to your army. Set up the unit within 1" of the bearer, then remove the bearer.

Realm of Battle: Ymetrica, Hysh

REALMSPHERE MAGIC
Folds in Perception: The caster bends the light of Hysh in such a way that their allies are hidden in plain sight from the enemy.
Folds in Perception has a casting value of 6. If successfully cast, pick 2 points on the battlefield within 12" of the caster and within 12" of each other. Until your next hero phase, friendly models are not visible to enemy models that cannot fly if an imaginary straight line 1mm wide drawn between the closest points of the two models passes between those 2 points.

REALMSCAPE FEATURE
Mountainous Landscape: The Hyshian paradise of Ymetrica is dominated by soaring mountains. Marching armies can only find passage between the peaks by using the valleys that lie between them.
Reserve units that must be set up within a certain distance of the edge of the battlefield can only be set up within that distance of the two narrow edges of the battlefield.

REALM COMMAND
Hidden Pathways: A wise commander will send scouts to discover hidden pathways across the mountain ranges that dominate these lands.
You can use this command ability when you set up a reserve unit that must be set up within a certain distance of the edge of the battlefield. If you do so, you can ignore the Mountainous Landscape realmscape feature when you set up that unit.

REALM ARTEFACT
Prism of Amyntok: This prism can focus the light of Hysh into a devastating beam.
In your shooting phase, you can pick 1 enemy unit within 8" of the bearer that is visible to them and roll 4 dice. For each 6, that unit suffers 1 mortal wound.
Battleplan

Storm of Gheists

The city of Settler’s Gain in Hysh was a place of high spires and soaring achievement, built from nothing at the dawn of the Age of Sigmar. Yet even the favour of its Lumineth sponsors did not mean it was immune to the crippling effects of the Necroquake. In the space of a single night, Hysh’s foremost human city had transformed from a bulwark of glittering sanctity to a place of the blackest terror.

STREETS OF DEATH
Use the Streets of Death rules.

THE ARMIES
One player is the Settler’s Gain player. Their opponent is the Nighthaunt player.

Settler’s Gain Army
The Settler’s Gain player is the defender and must use a Settler’s Gain Cities of Sigmar army. It must consist of the following units and warscroll battalion:
• 9 SETTLER’S GAIN units
Xintil War-magi

Nighthaunt Army
The Nighthaunt player is the attacker and must use a Nighthaunt army. It must consist of the following units:
• 16 NIGHTHAUNT units

Unit Selection
The units in each army must conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Linebreaker Unit: A unit of 1 model with a Wounds characteristic of more than 5 that is not a HERO or MONSTER.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for Ymetrica, Hysh.

OBJECTIVES
Set up objectives as shown on the map.

SET-UP
The Settler’s Gain player sets up their army first, wholly within their territory. All units from the Xintil War-magi battalion must be set up in reserve as reinforcements (they cannot be hidden units).

The Nighthaunt player sets up their army second, wholly within their territory and more than 3" from any enemy units.

FIRST TURN
The Nighthaunt player takes the first turn in the first battle round.

THE WAR-MAGI
At the end of any of the Settler’s Gain player’s movement phases, they can set up the units from the Xintil War-magi warscroll battalion wholly within 6" of the Collegiate Arcane edge of the battlefield and more than 9" from any enemy units.

BATTLE LENGTH
Starting from the third battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+, the battle ends. On any other roll, the battle continues.

GLORIOUS VICTORY
The Settler’s Gain player wins a major victory at the end of the battle if they control at least 2 objectives and the Xintil Warmagi battalion was not set up before the fourth battle round. The Settler’s Gain player wins a minor victory at the end of the battle if they control at least 2 objectives and the Xintil Warmagi battalion was set up before the fourth battle round.

The Nighthaunt player wins a minor victory at the end of the battle if they control 2 objectives.

The Nighthaunt player wins a major victory at the end of the battle if they control 3 objectives.


Battleplan

Across the Plains

Echelons of Lumineth Realm-lords cavalry were able to penetrate deeply into Equuis Main, the territory of the Stalliarch Lords. That shining company, gleaming in the darkness, was an open challenge that the Liege-Kavaloi of Equuis could not ignore.

THE ARMIES
One player is the Lumineth Realm-lords player. Their opponent is the Stalliarch Lords player.

Lumineth Realm-lords Army
The Lumineth Realm-lords player must use a Lumineth Realm-lords army. It must consist of the following units:
• 12 LUMINETH REALM-LORDS units

Stalliarch Lords Army
The Stalliarch Lords player must use a Stalliarch Lords Ossiarch Bonereapers army. It must consist of the following units and warscroll battalion:
• 9 STALLIARCH LORDS units
Horrek’s Dreadlance

Unit Selection
The units in each army must conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Elite Mounted Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3 and a mount.

Mounted Champion: A HERO with a Wounds characteristic of 8 or less that has a mount or can fly.

REALMS OF BATTLE
This battle uses the rules for Praetoris, Shyish.

SET-UP
The players alternate setting up units one at a time, starting with the Lumineth Realm-lords player. Players must set up their units wholly within their territory and more than 12" from enemy territory. Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

FIRST TURN
The Lumineth Realm-lords player takes the first turn in the first battle round.

MOVING OBJECTIVES
If you control an objective at the start of your movement phase, you can say that 1 friendly model within 1" of that objective will move it. If you do so, place the objective marker so that it is touching the base of that model. In that movement phase, if you move that model, move the objective marker so that it is once again touching the base of that model.

ESCAPE
If a LUMINETH REALM-LORDS model with an objective is within 6" of the exit point (see map) at the start of the Lumineth Realm-lords player’s turn, that model must escape: remove it and the objective from play.

BATTLE LENGTH
Starting from the third battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+, the battle ends. On any other roll, the battle continues.

GLORIOUS VICTORY
The Lumineth Realm-lords player wins a major victory if at least 2 friendly models escaped with objectives.

The Lumineth Realm-lords player wins a minor victory if 1 friendly model escaped with an objective.

The Stalliarch Lords player wins a minor victory if no enemy models escaped with objectives and they control at least 1 objective.

The Stalliarch Lords player wins a major victory if no enemy models escaped with objectives and they control at least 2 objectives.

Any other result is a draw.


Battleplan

The Reality Sores

Riding into hagfish-choked waters, a host of mounted wights struck deep into Invidia. Horticulous Slimux gathered his fellow Heralds and moved to block the cavalry force encroaching on his domain. With him went the Spoilpox Scrivener known as Noddrack the Snitch and the capering Sloppity Bilepiper Gortle Pulpskull. Together the three Heralds formed a tripartite defence, a bulwark of daemon flesh that could draw on near limitless reinforcements from the Reality Sores.

THE ARMIES
One player is the Maggotkin player. Their opponent is the Legion of Night player.

Maggotkin Army
The Maggotkin player must use a Nurgle army. It must consist of the following units and warscroll battalion:
Horticulous Slimux
• 9 NURGLE DAEMON units
Invidian Plaguehost

Legion of Night Army
The Legion of Night player must use a LEGION OF NIGHT Legions of Nagash army. It must consist of the following units:
• 18 LEGION OF NIGHT units

Unit Selection
The units in each army must conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Linebreaker Unit: A unit of 1 model with a Wounds characteristic of more than 5 that is not a HERO or MONSTER.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for Invidia, Ghyran.

SET-UP
The Maggotkin player sets up their army first, wholly within their territory and more than 12" from enemy territory.

The Legion of Night player sets up their army second, wholly within their territory and more than 6" from enemy territory.

FIRST TURN
The Legion of Night player takes the first turn in the first battle round.

PRESS THEM HARD
At the end of each of their turns, the Legion of Night player scores 1 victory point for each objective that is within 6" of any friendly models.

At the end of each of their turns, the Maggotkin player scores 1 victory point for each objective that is not within 6" of any enemy models.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory. If both players have the same number of victory points, use the tiebreaker to determine which player wins a minor victory or if the battle is a draw.

Tiebreaker
Each player adds up the number of enemy units that were destroyed during the battle, excluding any units that were added to the armies after the battle started. Double-sized units count as 2 units instead of 1.

If one player has the higher total, they win a minor victory. If neither player has the higher total, the battle is a draw.


Battleplan

All That Glitters

Imoda Barrasdottr, an up-andcoming Kharadron captain, discovered that Neferata had secured the realmgate known as the Switchsoul Dais and had started a ritual that could only bode ill for Chamon. Regaining her flagship, she began make haste for Barak-Zilfin. However, Neferata was not going to simply let the impudent Kharadron escape and reveal her plans to those who would seek to thwart them.

THE ARMIES
One player is the Kharadron Overlords player. Their opponent is the Legion of Blood player.

Kharadron Overlords Army
The Kharadron Overlords player must use a Barak-Zilfin Kharadron Overlords army. It must consist of the following units:
• 1 Arkanaut Admiral (Imoda Barrasdottr)
• 1 Aetheric Navigator
• 1 Endrinmaster with Endrinharness
• 1 Arkanaut Ironclad
• 2 Arkanaut Frigates
• 2 Arkanaut Companies of up to 10 models
• 1 Grundstok Thunderers unit of up to 5 models

Legion of Blood Army
The Legion of Blood player must use a LEGION OF BLOOD Legions of Nagash army. It must consist of the following units:
• 6 Terrorgheists or Zombie Dragons in any combination

SET-UP
The Kharadron Overlords player sets up their army first, wholly within their territory.

The Legion of Blood player sets up their army second. Each unit must be set up wholly within a different Legion of Blood territory (e.g. one unit in territory 1, one unit in territory 2, etc.).

The first Legion of Blood unit to be set up can be set up anywhere wholly within their territory. All the remaining Legion of Blood units must be set up wholly within their territory and within 1" of the edge of the battlefield.

HARKRAKEN LAIRS
After armies are set up, but before the first battle round begins, roll a D6. The Legion of Blood territory with the same number as the roll is the location of the Harkraken Lairs.

At the start of the first battle round, before determining who has the first turn, roll a dice for each SKYVESSEL and MONSTER that is at least partially in the location of the Harkraken Lairs. On a 1-3, nothing happens. On a 4-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

LONG WAY UP
Kharadron Overlords units that are unable to fly can only be set up as garrisons of SKYVESSELS wholly within their territory. These units cannot leave the SKYVESSEL they are garrisoning; if forced to do so for any reason, they are slain. In addition, SKYVESSELS cannot use their Fly High ability in this battle.

LONG WAY DOWN
At the start of the battleshock phase, roll a dice for each successful save roll made in that turn for an attack that targeted a Kharadron Overlords garrison unit. On a 1, 1 model in that unit is slain. Models slain in this manner count towards the unit’s battleshock test.

ESCAPE TO BARAK-ZILFIN
If a SKYVESSEL is within 6" of the exit point at the start of the Kharadron Overlords player’s turn, that model must escape: remove it from play.

BATTLE LENGTH
The battle lasts until there are no Kharadron Overlords models left on the battlefield.

GLORIOUS VICTORY
The Kharadron Overlords player wins a major victory at the end of the battle if 3 SKYVESSELS escaped. The Kharadron Overlords player wins a minor victory at the end of the battle if 2 SKYVESSELS escaped.

The Legion of Blood player wins a minor victory at the end of the battle if only 1 SKYVESSEL escaped. The Legion of Blood player wins a major victory at the end of the battle if no SKYVESSELS escaped.


Battleplan

A Fate Postponed

At first, the assault upon Ymetrica by the Null Myriad under Arkhan proved unstoppable. The Lumineth learned quickly, however, and through great sacrifice were able to slow and then halt the Myriad’s advance. Then Sevireth, Lord of the Seventh Wind, came searing through the mountain vales at the head of a leaping, shouting spearhead of Hurakan warriors, and the Realm-lords’ methodical campaign to cut off their foe’s supply of bone turned into a joyous, headlong assault.

THE ARMIES
One player is the Null Myriad player. Their opponent is the Lumineth Realm-lords player.

Lumineth Realm-lords Army
The Lumineth Realm-lords player must use an Ymetrica Lumineth Realm-lords army. It must consist of the following units:
Sevireth, Lord of the Seventh Wind
• 16 YMETRICA units

Null Myriad Army
The Null Myriad player must use a Null Myriad Ossiarch Bonereapers army. It must consist of the following units:
• Arkhan the Black
• 2 Gothizzar Harvesters
• 12 NULL MYRIAD units

Unit Selection
The units in each army must conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Linebreaker Unit: A unit of 1 model with a Wounds characteristic of more than 5 that is not a HERO or MONSTER.

Champion: A HERO with a Wounds characteristic of 8 or less.

REALMS OF BATTLE
This battle uses the rules for Ymetrica, Hysh.

SET-UP
The Lumineth Realm-lords player sets up their army first. All HURAKAN units are set up in reserve. All other units must be set up wholly within Lumineth Realm-lords territory more than 9" from enemy territory. The Null Myriad player sets up their army second, wholly within their territory and more than 9" from enemy territory.

FIRST TURN
The Null Myriad player takes the first turn in the first battle round.

SACRIFICE OF ASHES
The Null Myriad player cannot heal wounds allocated to a friendly unit while it is within 30" of a STARSHARD BALLISTAS unit, within 18" of an enemy WIZARD, or within 6" of Sevireth, Lord of the Seventh Wind.

SEVIRETH’S ARRIVAL
At the end of the Lumineth Realm-lords player’s third movement phase, they must set up their HURAKAN units wholly within 12" of the edge the battlefield and more than 6" from any enemy units; the Mountainous Landscape realmscape feature is ignored.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, each player adds up the number of enemy units that were destroyed during the battle, excluding any units that were added to the armies after the battle started. Double-sized units count as 2 units instead of 1.

If one player’s total that is at least double their opponent’s total, they win a major victory. If one player’s total is higher but less than double their opponent’s total, they win a minor victory. If neither player has the higher total, the battle is a draw.


Battleplan

A Clash of Gods

Teclis and Nagash are locked in an epic duel fought on both the physical and spiritual planes. As each tries to wrest the advantage, immense armies are engaged in an equally titanic battle all around them. From moment to moment, one side and then the other is in the ascendant, desperately seeking the key to victory; the fate of Ymetrica will be decided by whichever is able to do so first.

THE ARMIES
One player is the Teclis player. Their opponent is the Nagash player.

Teclis’ Army
The Teclis player must use an Ymetrica Lumineth Realm-lords army that has Teclis as its general. It must consist of the following units and warscroll battalion:
Archmage Teclis and Celennar, Spirit of Hysh
• 20 YMETRICA units
• 1 allied Xintil War-magi
• 2 allied COLLEGIATE ARCANE units

Nagash’s Army
The Nagash player must use a Mortis Praetorians Ossiarch Bonereapers army that has Nagash as its general. It must consist of the following units and warscroll battalion:
Nagash, Supreme Lord of the Undead
• 20 MORTIS PRAETORIANS units
• 1 allied Mortevell’s Helcourt
• 2 allied CRYPT GHOULS units

REALMS OF BATTLE
This battle uses the rules for Ymetrica, Hysh.

SET-UP
First, set up Teclis and Nagash so they are within 3" of each other and the centre of the battlefield. No other units can be set up within 3" of Teclis or Nagash.

Then the Nagash player sets up their army. All FLESH-EATER COURTS units are set up in reserve. All OSSIARCH BONEREAPERS units must be set up wholly within Ossiarch Bonereapers territory and more than 9" from enemy territory.

Then the Teclis player sets up their army. All COLLEGIATE ARCANE units are set up in reserve. All VANARI and SCINARI units must be set up wholly within Vanari/Scinari territory, all ALARITH units must be set up wholly within Alarith territory, and all HURAKAN units must be set up wholly within Hurakan territory.

REINFORCEMENTS
At the end of any of the Nagash player’s movement phases, they can set up any of their FLESH-EATER COURTS units wholly within 6" of the battlefield edge in Alarith territory and more than 3" from any enemy units.

Starting from the third battle round, at the end of any of the Teclis player’s movement phases, they can set up any of their COLLEGIATE ARCANE units wholly within 6" of the edge the battlefield in Xintil War-magi territory and more than 3" from any enemy units.

STRUGGLE OF TITANS
No units can move within 3" of Teclis or Nagash during this battle (even when making a charge or pile-in move). Teclis and Nagash cannot move, attack, cast spells or use abilities or command abilities, and they cannot be picked to be the target of attacks, spells, abilities or command abilities. Any wounds inflicted upon them are negated and they cannot be slain.

BATTLE LENGTH
The battle lasts until either Nagash or Teclis are cast down (see below).

GLORIOUS VICTORY
At the end of each battle round, each player rolls a dice. Each player adds 1 to their roll if more enemy units than friendly units were destroyed during that battle round.

Each player adds 1 to their roll if there are more friendly WIZARDS than enemy WIZARDS on the battlefield.

The Teclis player adds 1 to their roll if there are more friendly models than enemy models within 12" of Teclis.

The Nagash player adds 1 to their roll if there are more friendly models than enemy models within 12" of Nagash.

If one player’s roll is higher, the enemy general is weakened. If the general is already weakened, they are stunned. If the general has already been stunned, they are cast down. The player that casts down the enemy general wins a major victory.

Be’lakor

Long has Be’lakor waited for this moment. From the shadows, the First Prince watched over the death of one world and the birth of eight others. He witnessed the wretch-king Sigmar build a golden empire, a gaudy monument to his insufferable hubris, and ached to cast it into ruin. Yet when the legions of the Dark Gods flooded into reality, this honour was granted to another, and Be’lakor was condemned to feast upon the scraps.

This section of Broken Realms: Be’lakor contains exciting new rules for open and narrative play games. You can use the rules in this section to recreate the battles that were fought during the build up to the siege of Vindicarum by the Legion of the First Prince, as well as the climactic final conflict itself.

Campaign Rules

This book includes six battleplans, each based on a critical battle that was part of Be’lakor’s scheme to destroy the caldera-city of Vindicarum and win the favour of the Chaos Gods. The rules on this page allow you to play a series of linked games that recreates what happened as the Dark Master’s plan unfolded.

THE ARMIES
This campaign is fought between two players. One player is the Be’lakor player and the other player is the Enemy player. Some of the battleplans have been designed to incorporate three or four players (see below). The Be’lakor player must be able to field the following armies from the battleplans:
Defenders of the Genesis Gate: Nurgle army
Stampede of Scales: Tzeentch army
In the Court of Death: Legion of the First Prince army
The Gate of White Gold: Legion of the First Prince army*
Disaster at Armsgate Zul: Eternal Conflagration army
On Wings of Iron: Legion of the First Prince army**

The Enemy player must be able to field the following armies:
Defenders of the Genesis Gate: Hallowed Knights army with Seraphon allies
Stampede of Scales: Thunder Lizard army
In the Court of Death: Emerald Host army
The Gate of White Gold: Stormcast Eternals army*
Disaster at Armsgate Zul: Hallowed Knights army with Cities of Sigmar allies
On Wings of Iron: Stormcast Eternals Army**

*A third player with a Nighthaunt army and a fourth player with a Cities of Sigmar army will be needed in order to fight this battle.

**A third player with an Eternal Conflagration army and a fourth player with a Barak-Zilfin army will be needed in order to fight this battle.

THE BATTLES
The players must fight each battle in the order in which they appear in this book.

CONSEQUENCES OF BATTLE
Any named characters that are slain in a battle are assumed to have been hurt but not killed, and will be fully recovered in time for the next battle. This aside, the result of an earlier battle may have an impact on subsequent battles that are fought, as explained below. If you are allowed to add units to your army, they must each conform to any Unit Selection restrictions for the battleplan being used.

Defenders of the Genesis Gate, Stampede of Scales, In the Court of Death: No changes.

The Gate of White Gold: Reduce the number of units in the Nighthaunt army by 2 if the Be’lakor player lost In the Court of Death. In addition, if Lady Olynder was slain in In the Court of Death, she does not take part in this battle.

Disaster at Armsgate Zul: Reduce the number of units in the Defender’s Army by 2 if the Defender lost Defenders of the Genesis Gate. Reduce the number of units in the Attacker’s Army by 2 if the Be’lakor player lost Stampede of Scales.

On Wings of Iron: Add 1 unit to the Legion of Chaos Ascendant Army for each major victory the Be’lakor player has won so far. Reduce the number of units in the Legion of Chaos Ascendant Army by 1 for each major victory the Defender player has won so far.

CAMPAIGN VICTORY
If one player is victorious in Defenders of the Genesis Gate, The Gate of White Gold and On Wings of Iron, they win a total campaign victory. If one player is victorious in On Wings of Iron and either Defenders of the Genesis Gate or The Gate of White Gold, they win a strategic campaign victory. In any other circumstances, the victor in On Wings of Iron wins a tactical campaign victory.

Alternative Armies
If you don’t have all of the units or armies needed to fight a campaign, just substitute suitable units that you do have for the ones that you don’t. It’s up to you to decide what you think would be appropriate replacements!

Realms of Battle

Below you will find three new sets of Realms of Battle rules that allow you to fight battles set in the regions of the Mortal Realms described in the narrative section of Broken Realms: Be’lakor. These rules are suitable for narrative and open play games but are not intended for matched play.

Realm of Battle: The Genesis Gate, Ghyran

REALMSPHERE MAGIC
ORDER WIZARD only.

Shield of Thorns: At the wizard’s command, snaking brambles burst from the ground, forming a living barrier around their allies.
Shield of Thorns has a casting value of 5. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Until your next hero phase, any enemy unit that finishes a charge move within 3" of the unit you picked suffers D3 mortal wounds.

REALMSCAPE FEATURE
Ironwood Bulwarks: The wyldwoods near the Genesis Gate have been shaped by the Everqueen into defences covered with impaling thorns and poison-spitting flowers.
Roll a dice for each unit that finishes a run move or charge move within 1" of any Citadel Wood models. On a 4+, that unit suffers D3 mortal wounds.

Designer’s Note: If the Citadel Wood models are part of an AWAKENED WYLDWOOD, this realmscape feature applies in addition to the Wyldwood scenery rule, allowing you to roll twice to see if a unit that does not have the SYLVANETH keyword that finishes a charge move within 1" of the AWAKENED WYLDWOOD suffers any mortal wounds. If the charging unit finished their charge move within 3" of a unit protected by a Shield of Thorns, it would suffer D3 mortal wounds in addition to any mortal wounds inflicted by Ironwood Bulwarks and Wyldwood. Ouch!

REALM COMMAND
ORDER HERO only.

Command the Land: In the Realm of Life, even the landscape can be bent to your will.
You can use this command ability at the end of your hero phase. If you do so, pick 1 friendly HERO. That HERO can attempt to cast the Shield of Thorns spell (see above), even if they are not a WIZARD, and even if a casting attempt for the spell has already been made in the same phase. If the HERO you picked is a WIZARD, then they can attempt to cast Shield of Thorns in addition to any other spells they have already attempted to cast, and even if a casting attempt for the spell has already been made by themselves or another WIZARD in the same phase.

REALM ARTEFACT
ORDER HERO only.

Seed of Rebirth: Should its bearer ever fall, the Seed’s rejuvenating energies will pour into its host to grant them new life.
The first time the bearer is slain, before removing them from the battlefield, roll a dice. On a 1, the bearer is slain. On a 2+, the bearer is not slain, you can heal up to D3 wounds allocated to them, and any wounds that remain to be allocated to them are negated.

Realm of Battle: Dolorum, Shyish

REALMSPHERE MAGIC
DEATH WIZARD only.

Quickening Doom: The caster utters a chilling curse that withers their victims’ flesh to ash and sends their souls screaming away into the night.
Quickening Doom has a casting value of 7. If successfully cast, pick 1 enemy unit within 9" of the caster that is visible to them. That unit suffers D3 mortal wounds. If any models in a unit are slain by the mortal wounds inflicted by this spell, that unit’s Bravery characteristic is reduced by 1 (to a minimum of 1) for the rest of the battle. The same unit cannot have its Bravery reduced by the spell more than once per battle.

REALMSCAPE FEATURE
Aura of Ancient Tragedy: The pall of despair that hangs over these lands is choking in its intensity.
Terrain features have the Sinister scenery rule (see the Warhammer Age of Sigmar Core Book), in addition to any other scenery rules that they have. In addition, at the start of your hero phase, roll a dice. Add 2 to the roll if your general has the DEATH keyword. On a 6+, pick an enemy unit that does not have the DEATH keyword. That unit suffers D3 mortal wounds.

REALM COMMAND
DEATH HERO only.

Soul-force Sacrifice: Your general can siphon soulforce from their minions to extend their life.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly unit other than your general that is within 3" of your general. Allocate any number of wounds to that unit that you wish – you can heal 1 wound that has been allocated to your general for each wound that you allocate.

REALM ARTEFACT
DEATH HERO only.

Banshee Blade: This screaming blade can kill its victim even before they feel its keen edge.
Pick one of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, roll 2D6. If the roll is equal to or greater than the target’s Bravery characteristic, that attack inflicts D3 mortal wounds on the target in addition to its normal damage.

Realm of Battle: Prosperis, Chamon

REALMSPHERE MAGIC
CELESTIAL VINDICATORS or CITIES OF SIGMAR WIZARD only.

Final Transmutation: With a wave of their arm, the wizard transforms foes into immobile golden statues.
Final Transmutation has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll D3 dice. For each roll that is greater than that unit’s Wounds characteristic, 1 model from that unit is slain.

REALMSCAPE FEATURE
Ironclad Buildings: Many structures in Prosperis – particularly the ruins of old Prosperia – have become encased in thick crusts of metal, the result of chemical downpours and floods.
Worsen the Rend characteristic of attacks that target units in cover by 1 (to a minimum of ‘-’).

REALM COMMAND
Exult in Battle: The mortal inhabitants of Prosperis are infamous for their zealotry and eager anticipation of battle.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly CELESTIAL VINDICATORS or CITIES OF SIGMAR HERO. If the unmodified hit roll for an attack made by that unit in that phase is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

REALM ARTEFACT
CITIES OF SIGMAR HERO only.

Gildenbane: This armour negates the properties of magical artefacts nearby.
The rules for an artefact of power (other than Gildenbane) cannot be used while its bearer is within 3" of the bearer of Gildenbane. If a weapon was picked when the artefact of power was selected, the weapon’s normal profile is used instead.

Siege Warfare

Fortresses of all different shapes and sizes can be found throughout the Mortal Realms. Only a sizeable and highly motivated force has any chance of capturing such an objective and the spoils that lie beyond its walls, and then only at a terrible cost in blood and lives.

If a battleplan says to use the Siege Warfare rules, then it will define one player as the attacker and the other as the defender, and the following rules apply to that battle.

The Fortress

All Warhammer Age of Sigmar sieges require a fortress for the defender to occupy. If the battleplan instructs the defender to set up their fortress, they must set up at least 5 terrain features (but otherwise as many terrain features as they wish) wholly within their territory.

The Siege Phase

The siege phase takes place after the armies are set up but before the first battle round begins. Both the attacker and the defender must secretly pick a siege tactic. The attacker does this by hiding a dice showing 1, 2 or 3 behind their hand, while the defender does this by hiding a dice showing 4, 5 or 6 behind their hand. Each number corresponds to a different siege tactic, as shown in the table below.

Once both players have chosen their numbers, the dice are revealed and the numbers are cross-referenced on the table below to determine the modifiers that will apply to the siege rolls (see below).

Siege Rolls

The attacker now makes a series of rolls to determine the effects that their siege methods have had on the defenders. Make the batter rolls first, then the starve rolls, and finally the tunnel rolls. After all of the rolls have been made, the first battle round starts.

Batter Rolls: The attacker rolls a dice for each terrain feature wholly within the defender’s territory, applying the modifier from the Siege table (if there is one). On a 5+, if the terrain feature could be garrisoned, then it can no longer be garrisoned, or if it could not be garrisoned, then it no longer provides cover.

Starve Rolls: The attacker rolls a dice for each unit in the defender’s army, subtracting 1 from the roll if the unit is a HERO and applying the modifier from the Siege table (if there is one). On a 5+, that unit suffers D3 mortal wounds.

Tunnel Rolls: The attacker and the defender each roll a dice. The attacker applies the modifier from the Siege table to their roll (if there is one). If the attacker’s roll is higher, they have completed a tunnel. They can pick 1 HERO that does not have a mount and is not a MONSTER, and 2 other units that do not have mounts and are not MONSTERS, to send into the tunnel.

Units sent into the tunnel are removed from the battlefield. At the start of any of the attacker’s movement phases, all of the units sent into the tunnel can be set up on the battlefield. They must be set up more than 3" from all enemy units and within 3" of each other. This counts as their move for that movement phase.

SIEGE TABLE
Defender’s TacticAttacker’s Tactic
1 – Cut Off Supplies2 – Demolish3 – Mine
4 – Gather Supplies-1 Starve+1 Batter
-1 Starve
+2 Tunnel
-1 Starve
5 – Rebuild+1 Starve
-1 Batter
-1 Batter+2 Tunnel
-1 Batter
6 – Counter-mine+1 Starve
-2 Tunnel
+1 Batter
-2 Tunnel
-2 Tunnel
Battleplan

Defenders of the Genesis Gate

The Stormcast survivors of the illfated assault upon the Eightpoints were forced to flee to the safety of the Genesis Gate. As long as this Arcway was in the hands of the Hallowed Knights, disaster could be prevented from becoming catastrophe. The defence fell to two chambers of the Hallowed Knights, commanded by the famous Lord-Celestant Gardus Steel Soul. The gate was heavily fortified, but the enemy force arrayed against the Stormcasts was formidable indeed.

SIEGE WARFARE
Use the Siege Warfare rules.

Designer’s Note: The defender must use Citadel Woods for their stronghold if they are available.

REALMS OF BATTLE
This battle uses the rules for The Genesis Gate, Ghyran.

THE ARMIES
One player is the attacker. Their opponent is the defender.

Attacker’s Army
The attacker must use a Nurgle army. It must consist of the following units and warscroll battalion:
Invidian Plaguehost
• 16 other NURGLE units

Defender’s Army
The defender must use a Hallowed Knights army. It must consist of the following units:
Lord-Celestant Gardus Steel Soul
• 1 Lord-Castellant (Lorrus Grymn)
• 8 other STORMCAST ETERNAL units
• Up to 12 SERAPHON allied units (see ‘The Seraphon’, below).

Unit Selection
The allied units and ‘other’ units in each army must each conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

SET-UP
First, the defender sets up their fortress. Next, three different terrain features in the defender’s territory are picked to be the attacker’s siege targets: the attacker picks the first terrain feature, the defender picks the second, and the attacker picks the third. The armies can now be set up.

The defender must set up their army first. All of the SERAPHON units must be set up in reserve and will arrive during the battle. The rest of their units can be set up anywhere wholly within their territory.

The attacker sets up their army second. Their units must be set up wholly within their territory, more than 6" from the defender’s territory.

THE SERAPHON
The defender rolls 2D6 at the start of each of their turns to see if the Seraphon arrive. Add the battle round number to the score. On a roll of 11 or more, the Seraphon arrive. The defender rolls another dice. On a 1-3 the Seraphon arrive from the narrow table edge to the right of the defender’s territory. On a 4-6, they arrive from the table edge to the left of the defender’s territory (see map).

At the start of their next movement phase, the defender must set up all of their SERAPHON units wholly within 9" of the table edge they arrived from and more than 3" from any enemy units. This counts as their move for that movement phase.

At the start of the defender’s next turn, all SERAPHON units that are on the battlefield are removed from the battlefield – they have moved through the Genesis Gate.

SIEGE TARGETS
A siege target is controlled by the last player to have any models in or on the terrain feature. If both players have models in or on the terrain feature, it is controlled by the defender.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The attacker wins a major victory if they control all three siege targets. The defender wins a major victory if the attacker controls fewer than two siege targets. If the attacker controls two siege targets, use the tiebreaker below.

Tiebreaker
Each player adds up the number of enemy units that were destroyed during the battle, excluding units that were added to the armies after the battle started. Double-sized units count as 2 units instead of 1. Do not include SERAPHON units that moved through the Genesis Gate. If one player has the higher total, they win a minor victory. If neither player has the higher total, the battle is a draw.


Battleplan

Stampede of Scales

Following his defeat at the hands of the Serephon, the Eater of Tomes’ Silver Tower crashed back to earth in Chamon. Although terribly damaged, the Gaunt Summoner knew he could still restore it, given enough time. Yet even as he began to work his sorcery upon the wreckage of his stronghold, he heard a terribly familiar sound: a distant, primal roar, and the thunder of stampeding beasts.

THE ARMIES
One player is the Tzeentch player. Their opponent is the Seraphon player.

Tzeentch Army
The Tzeentch player must use an Eternal Conflagration army. It must consist of the following units and warscroll battalion:
• 1 Gaunt Summoner on Disc of Tzeentch (the Eater of Tomes)
Atra’zan’s Blazing Cavalcade
• 14 other TZEENTCH DAEMON units

Seraphon Army
The Seraphon player must use a Thunder Lizard army. It must consist of the following units and warscroll battalion:
The Celestial Stampede
• 12 other SERAPHON units

Unit Selection
The ‘other’ units in each army must each conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

Stampede Unit (Seraphon player only): An Engine of the Gods, Stegadon, Stegadon with Skink Chief, or Bastiladon. Engines of the Gods count as 3 choices instead of 1; the rest count as 2 choices instead of 1.

SET-UP
The Tzeentch player must set up the Eater of Tomes within 3" of the centre of the narrow battlefield edge that adjoins their territory (see map).

The players then alternate setting up units one at a time, starting with the Seraphon player. Players must set up units wholly within their territory and more than 20" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

FIRE AGAINST FURY
All HORRORS units count as being part of the Atra’zan’s Blazing Cavalcade warscroll battalion, and Stampede units are treated as being part of the Celestial Stampede warscroll battalion, in addition to the other units already in those battalions.

THE UNMAKING RAY
The Eater of Tomes is not allowed to move, cast spells, use command abilities or attack. However, any wounds inflicted on the Eater of Tomes are negated unless they are inflicted by the Lance of Cosmic Power ability (see the Celestial Stampede).

BATTLE LENGTH
The battle lasts for 5 battle rounds or until The Eater of Tomes is slain.

GLORIOUS VICTORY
If the Eater of Tomes is slain, the Seraphon player wins a major victory. If the Eater of Tomes has not suffered any wounds at the end of the battle, the Tzeentch player wins a major victory. In any other circumstances, use the tiebreaker below.

Tiebreaker
Each player counts up the number of enemy units that have been destroyed. Each reinforced unit and each MONSTER counts as two units. The Seraphon player adds to their total the number of wounds currently allocated to the Eater of Tomes. The player with the higher total wins a minor victory. If neither player has the higher total, the battle is a draw.


Battleplan

In the Court of Death

At the heart of Sylontum lay the Sanctum of Anguish. Here, in this profane chamber, the Lady Olynder’s skeletal remains were stored within a sarcophagus protected by the most terrible curses that the Mortarch of Grief could devise. Yet even these vile wardings could not keep the Dark Master at bay.

REALMS OF BATTLE
This battle uses the rules for Dolorum, Shyish.

THE ARMIES
One player is the Be’lakor player. Their opponent is the Lady Olynder player.

Be’lakor’s Army
The Be’lakor player must use a Legion of the First Prince army. It must consist of the following units:
Be’lakor, the Dark Master
• 12 other DAEMON units*

*Must include at least 1 KHORNE DAEMON, 1 TZEENTCH DAEMON, 1 NURGLE and 1 SLAANESH unit.

Lady Olynder’s Army
The Lady Olynder player must use an Emerald Host army. It must consist of the following units and warscroll battalions:
The Sorrowmourn Choir
• 12 other NIGHTHAUNT units

Unit Selection
The ‘other’ units in each army must each conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

SET-UP
The Be’lakor player sets up their army first, wholly within their territory. The Lady Olynder player sets up all of their ‘other NIGHTHAUNT units’ second, wholly within their territory and more than 6" from enemy territory. The Sorrowmourn Choir is set up in reserve and will enter as described below.

FIRST TURN
The Lady Olynder player takes the first turn in the first battle round.

THE PALACE GATE
Units cannot move on sanctum territory until the gate has been breached (see map).

At the start of their second and subsequent hero phases, if BE’LAKOR is within 3" of the gate objective marker, the Be’lakor player can attempt to breach the gate. If they do so, they must roll 2D6. Add 3 to the roll if Be’lakor is within 3" of the gate objective marker, and add 1 to the roll for each TZEENTCH, NURGLE and SLAANESH WIZARD within 3" of the gate objective marker. If the roll is 9 or more, the gate is breached.

Once the gate is breached, units are free to move into sanctum territory.

THE SORROWMOURN CHOIR
At the end of their first movement phase, the Lady Olynder player must set up the Sorrowmourn Choir wholly within their territory and more than 9" from enemy territory.

BATTLE LENGTH
The battle lasts either for 5 battle rounds, until BE’LAKOR is within 1" of the sarcophagus objective marker, or until either BE’LAKOR or LADY OLYNDER has been slain.

GLORIOUS VICTORY
If BE’LAKOR is slain, the Lady Olynder player wins a major victory. If BE’LAKOR is within 1" of the sarcophagus, the Be’lakor player wins a major victory. If LADY OLYNDER is slain, the Be’lakor player wins a minor victory. In any other circumstances, the Lady Olynder player wins a minor victory.


Battleplan

The Gate of White Gold

Of those unstable realmgates that Be’lakor had ordered to be assaulted, only one remained intact: the Gate of White Gold, located amidst the ruined city of Prosperia. Be’lakor would suffer no more delays. The Gate of White Gold would fall, even if he must negotiate with the most unsavoury allies in order to see it done.

COALITION OF DEATH
Use the Coalition of Death rules. This battleplan is designed to be played by 4 players in 2 coalitions.

REALMS OF BATTLE
This battle uses the rules for Prosperis, Chamon.

THE ARMIES
One coalition are the attackers. The other coalition are the defenders. One player in the attackers coalition is the Daemons player and the other is the Reikenor player. One player in the defenders coalition is the Sigmarite Brotherhood player and the other is the Vindicarum player.

Daemons Army
The Daemons player must use a Legion of the First Prince army. The army cannot include BE’LAKOR or SLAANESH DAEMON units and must consist of the following units:
• 1 Bloodthirster of Insensate Rage (Karzakos)
• 1 Lord of Change (F’tanax)
• 1 Great Unclean One (Gebbolax)
• 16 other DAEMON units*

*Must include at least 2 KHORNE, 2 TZEENTCH and 2 NURGLE units.

Reikenor’s Army
The Reikenor player must use a Reikenor’s Condemned army. It must consist of the following units:
Reikenor the Grimhailer
• 12 other NIGHTHAUNT units

Sigmarite Brotherhood Army
The Sigmarite Brotherhood player must use a Stormcast Eternals army. It must consist of the following units:
Lord-Celestant on Stardrake (Axemar Diocis)
• 4 LIBERATORS units
• 12 other STORMCAST ETERNAL units

Vindicarum Army
The Cities of Sigmar player must use a Cities of Sigmar army (even though the army is from Vindicarum in the story, for rules purposes, treat it as a HAMMERHAL army). It must consist of the following units:
Freeguild General (Cerdimun Ghorle)
• 4 FLAGELLANTS units
• 8 other CITIES OF SIGMAR units

Unit Selection
The ‘other’ units in each army must each conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

SET-UP
The Daemons player sets up their army first, wholly within their territory and more than 12" from enemy territory. The Sigmarite Brotherhood player sets up their army second, wholly within their coalition’s territory and more than 24" from the Daemons player’s territory. The Cities of Sigmar player sets up their army third, wholly within their coalition’s territory and more than 12" from Daemons territory. The Reikenor player sets up their army last, wholly within their own territory and more than 9" from enemy territory.

FIRST TURN
The attackers take the first turn in the first battle round.

TROUBLE IN HEAVEN
Subtract 1 from the Bravery characteristic of all of the defenders’ units, and add 1 to the Bravery characteristic of all of the attackers’ units.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The attackers win a major victory if all of the defenders’ units that were set up on the battlefield before the start of the first battle round have been destroyed. The defenders win a major victory if less than half of their units that were set up on the battlefield before the start of the first battle round have been destroyed. In any other circumstances, use the tiebreaker below.

Tiebreaker
Each coalition adds up the number of enemy units that were destroyed during the battle, excluding units that were added to the armies after the battle started. Double-sized units count as 2 units instead of 1.

If one coalition has the higher total, they win a minor victory. If neither coalition has the higher total, the battle is a draw.


Battleplan

Disaster at Armsgate Zul

Lord-Castellant Lorrus Grymn of the Hallowed Knights had taken charge of the defence of Armsgate Zul, shoring up the breached wallfort with retinues Liberators. Be’lakor was confident that the Stormcast Eternals posed little threat to his vast Legion, but still he did not care to take any chances. He called forth Atra’zan the Immolator, for he had a task in mind for the flame-obsessed Herald…

SIEGE WARFARE
Use the Siege Warfare rules.

REALMS OF BATTLE
This battle uses the rules for Prosperis, Chamon.

THE ARMIES
One player is the attacker. Their opponent is the defender.

Attacker’s Army
The attacker must use an Eternal Conflagration army. It must consist of the following units and warscroll battalion:
Atra’zan’s Blazing Cavalcade
• 12 other TZEENTCH DAEMON units

Defender’s Army
The defender must use a Hallowed Knights army. It must consist of the following units:
• 1 Lord-Castellant (Lorrus Grymn)
• 12 other STORMCAST ETERNAL units
• 4 CITIES OF SIGMAR allied units

Unit Selection
The allied units and ‘other’ units in each army must each conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

SET-UP
First, the defender sets up their fortress. Then, they set up their army. Their army is split into two contingents: the garrison and the reinforcements. There must be at least one reinforcements unit for each garrison unit. The army’s general must be in the garrison, and all CITIES OF SIGMAR units must be in the reinforcements.

Before the battle, the defender can only set up their garrison units. All of their reinforcements units must be set up in reserve and will arrive during the battle as described below. The defender must set up their units wholly within their territory.

The attacker sets up their army second. They must set up their units wholly within their territory and more than 6" from the defender’s territory.

REINFORCEMENTS
From the second battle round, at the start of each of their movement phases, the defender must roll a dice for each of their reinforcements units. On a 5+, that unit arrives on the battlefield.

When a unit arrives, all of its models must be set up within 6" of the table edge that is wholly within the Duardin Armouries area, as shown on the map, and more than 9" from any enemy units. This counts as their move for that movement phase. Set up the unit before rolling to see if the next reinforcements unit arrives.

THE ARMOURIES
At the end of each of their turns, the attacker must roll 2D6. If the roll is less than or equal to the number of models from Atra’zan’s Blazing Cavalcade that are within 6" of the Munitions Store objective marker, then it explodes and the game ends. Atra’zan the Immolator counts as 7 models.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until the Munitions Store explodes.

GLORIOUS VICTORY
The attacker wins a major victory if the Munitions Store explodes. The defender wins a major victory if the Munitions Store does not explode and all of the units in Atra’zan’s Blazing Cavalcade have been destroyed. In any other circumstances, use the tiebreaker below.

Tiebreaker
Each player adds up the number of enemy units that were destroyed during the battle, excluding units that were added to the armies after the battle started. Double-sized units count as 2 units instead of 1. If one player has the higher total, they win a minor victory. If neither player has the higher total, the battle is a draw.


Battleplan

On Wings of Iron

With cannons firing and endrins blazing, the Kharadron Overlords arrived to lift the Siege of Vindicarum. After a long and intense debate, the historic Second Conference of Madralta had ended in consensus: the sky-ports would rescue the God-King’s armies from their grim predicament, and, ancestors willing, earn themselves a tidy sum in the process.

COALITION OF DEATH
Use the Coalition of Death rules. This battleplan is designed to be played by 4 players in 2 coalitions.

REALMS OF BATTLE
This battle uses the rules for Prosperis, Chamon.

THE ARMIES
One coalition are the Forces of Chaos. The other coalition are the Forces of Order. One player in the Forces of Chaos is the Be’lakor player and the other is the Tzeentch player. One player in the Forces of Order is the Stormcast Eternals player and the other is the Kharadron Overlords player.

Be’lakor’s Army
The Be’lakor player must use a Legion of the First Prince army. It must consist of the following units:
Be’lakor, the Dark Master
• 16 other DAEMON units*

*Must include at least 1 KHORNE, 1 NURGLE and 1 SLAANESH unit.

Eternal Conflagration Army
The Tzeentch player must use an Eternal Conflagration army. It must consist of the following units and warscroll battalion:
Atra’zan’s Blazing Cavalcade
• 12 other TZEENTCH DAEMON units

Stormcast Eternals Army
The Stormcast Eternals player must use a Stormcast Eternals army. It must consist of the following units:
Lord-Celestant Gardus Steel Soul
• 12 other STORMCAST ETERNAL units

Barak-Zilfin Army
The Kharadron Overlords player must use a Barak-Zilfin army. It must consist of the following units and warscroll battalion:
Drongon’s Aether-runners
• 16 other KHARADRON OVERLORDS units

Designer’s Note: The Barak-Zilfin army represents just one part of the huge Kharadron armada sent to relieve Vindicarum.

Unit Selection
The ‘other’ units in each army must each conform to one of the types in the following list. You can double the size of a unit if you wish, but it then counts as 2 choices instead of 1.

Regular Unit: A unit of up to 10 models, each with a Wounds characteristic of 1.

Elite Unit: A unit of up to 5 models, each with a Wounds characteristic of 2 or 3.

Guard Unit: A unit of up to 3 models, each with a Wounds characteristic of 4 or 5.

Champion: A HERO with a Wounds characteristic of 8 or less.

Armada Unit (Kharadron Overlords player only): An Arkanaut Ironclad, Arkanaut Frigate or Grundstok Gunhauler. Each Arkanaut Ironclad counts as 5 choices instead of 1, and each Arkanaut Frigate counts as 2 choices instead of 1.

SET-UP
The teams’ warlords roll off. Starting with the winning team, the teams alternate picking a territory and setting up one of their armies wholly within that territory and more than 9" from any enemy units. Each army must be set up in a different territory.

Players can set up any of their units in reserve instead of setting them up on the battlefield. Each reserve unit can be set up on the battlefield at the end of its coalition’s second, third or fourth movement phase. Reserve units must be set up wholly within the territory that was picked for their army, wholly within 9" of the battlefield edge and more than 9" from any enemy units. At the end of the fourth battle round, units still in reserve are destroyed.

GROMTHI
At the start of each combat phase, the Kharadron Overlords player can roll a dice if Be’lakor is within 6" of any SKYFARER models that are not HEROES. If they do so, on a 6, Be’lakor is removed from play but is not slain. On a 1-5, the closest SKYFARER model to Be’lakor that is not a HERO is slain (if several are equally close, randomly determine which is slain).

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If Be’lakor is on the battlefield at the end of the battle and the Forces of Chaos have scored more victory points (see below), the Forces of Chaos win a major victory. If Be’lakor is not on the battlefield at the end of the battle and the Forces of Order have scored more victory points, the Forces of Order win a major victory. In any other circumstances, the coalition that scored the most victory points wins a minor victory. If neither coalition scored more victory points, the battle is a draw.

VICTORY POINTS
Each coalition scores victory points as follows:

- 1 victory point is scored each time an enemy model that has a Wounds characteristic of 10 or more is slain.

- 1 victory point is scored each time a reinforced enemy unit is destroyed.

- 1 victory point is scored at the end of a coalition’s turn for each objective in friendly territory that they control.

- D3 victory points are scored at the end of a coalition’s turn for each objective in enemy territory that they control.

Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The CAULDRON OF BLOOD keyword is used in following Daughters of Khaine warscrolls:

Leader, Behemoth
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The MELUSAI keyword is used in following Daughters of Khaine warscrolls:

None
Leader
Leader, Behemoth

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The SCOURGE PRIVATEERS keyword is used in following Cities of Sigmar warscrolls:

None
Leader
Behemoth
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The DARKLING COVEN keyword is used in following Cities of Sigmar warscrolls:

None
Battleline
Leader
Leader, Behemoth

The ORDER SERPENTIS keyword is used in following Cities of Sigmar warscrolls:

None
Leader, Behemoth
Behemoth

The SHADOWBLADES keyword is used in following Cities of Sigmar warscrolls:

None
Leader
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.

The OSSIARCH BONEREAPERS keyword is used in following Ossiarch Bonereapers warscrolls:

Obstacles
Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

When a missile weapon targets an enemy unit that has all of its models within 1" of an obstacle, then the target unit receives the benefit of cover if the attacking model is closer to the obstacle than it is to the target unit.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The BEASTS OF NURGLE keyword is used in following Nurgle warscrolls:

None
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The SETTLER’S GAIN keyword is used in following Cities of Sigmar warscrolls:

Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The STALLIARCH LORDS keyword is used in following Ossiarch Bonereapers warscrolls:

None
Artillery, Behemoth
Battleline
Leader
Behemoth
Scenery
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The SKYVESSEL keyword is used in following Kharadron Overlords warscrolls:

None
Behemoth
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The NULL MYRIAD keyword is used in following Ossiarch Bonereapers warscrolls:

None
Artillery, Behemoth
Battleline
Leader
Behemoth
Scenery

The HURAKAN keyword is used in following Lumineth Realm-lords warscrolls:

None
Leader
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The STARSHARD BALLISTAS keyword is used in following Lumineth Realm-lords warscrolls:

Artillery

The COLLEGIATE ARCANE keyword is used in following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
Behemoth

The CRYPT GHOULS keyword is used in following Flesh-eater Courts warscrolls:

Battleline
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The VANARI keyword is used in following Lumineth Realm-lords warscrolls:

None
Artillery
Battleline
Leader

The SCINARI keyword is used in following Lumineth Realm-lords warscrolls:

Leader

The ALARITH keyword is used in following Lumineth Realm-lords warscrolls:

None
Leader
Leader, Behemoth
Behemoth
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.

The warscrolls using ORDER and WIZARD keywords can be found in following Factions:

Order: Cities of Sigmar, Daughters of Khaine, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.

The ORDER and WIZARD keywords are used in following warscrolls:

Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

The AWAKENED WYLDWOOD keyword is used in following Sylvaneth warscrolls:

Scenery
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The warscrolls using DEATH and HERO keywords can be found in following Factions:

Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.

The DEATH and HERO keywords are used in following warscrolls:

Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The CITIES OF SIGMAR and WIZARD keywords are used in following Cities of Sigmar warscrolls:

None
Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The warscrolls using DAEMON keyword can be found in following Factions:

Chaos: Beasts of Chaos, Khorne, Legion of Azgorh, Nurgle, Skaventide, Slaanesh, Slaves to Darkness, Tzeentch.

The DAEMON keyword is used in following warscrolls:

The warscrolls using KHORNE and DAEMON keywords can be found in following Factions:

Chaos: Khorne, Slaves to Darkness.

The KHORNE and DAEMON keywords are used in following warscrolls:

Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The BE’LAKOR keyword is used in following Slaves to Darkness warscrolls:

Leader, Behemoth

The LADY OLYNDER keyword is used in following Nighthaunt warscrolls:

Leader

The BE’LAKOR keyword is used in following Slaves to Darkness warscrolls:

Leader, Behemoth

The LIBERATORS keyword is used in following Stormcast Eternals warscrolls:

None
Battleline

The FLAGELLANTS keyword is used in following Cities of Sigmar warscrolls:

None
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
© Vyacheslav Maltsev 2013-2021