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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.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. | ||
Realm of Battle: The Helleflux, UlguREALMSPHERE 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, AqshyREALMSPHERE 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 EightpointsREALMSPHERE 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 BountyMorathi’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.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 BloodWhile 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 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 BayNowhere 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 ChamberThe 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 UndertunnelsAs 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 AnvilgardThough 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. ![]() | ||
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.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. | ||
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.
Realm of Battle: Praetoris, ShyishREALMSPHERE 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, GhyranREALMSPHERE 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, HyshREALMSPHERE 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 GheistsThe 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 PlainsEchelons 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 SoresRiding 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 GlittersImoda 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 PostponedAt 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 GodsTeclis 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. ![]() | ||
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.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! | ||
Realm of Battle: The Genesis Gate, GhyranREALMSPHERE 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 Forest Spirits 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, ShyishREALMSPHERE 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, ChamonREALMSPHERE 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. | ||
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.
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Broken Realms: Be’lakor is not simply a tale of two forces set against one another. There are many factions involved, each with their own agendas. At crucial points in the story, some of these factions join forces with each other in epic confrontations – the Coalition of Death rules let you fight these battles on the tabletop.
Battleplan Defenders of the Genesis GateThe 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 ScalesFollowing 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 DeathAt 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 GoldOf 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 ZulLord-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 IronWith 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. ![]() | ||
Millennia had passed since Kragnos’ incarceration within the great Ghurish peak. Though he had been rendered comatose by the spell that bound him, on some level, his destructive impulses could not be quenched. In his slumber, he had dreamed of wreaking havoc on all who sought to escape his mace, smashing cities and stamping fissures in the earth to tumble the works of those who would oppose him.
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 as Kragnos rampaged along the Coast of Tusks.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! | ||
Realm of Battle: The Coast of Tusks, GhurREALMSPHERE MAGIC Wildform: The wizard transforms their allies into swift-moving bestial forms.Wildform has a casting value of 5. If successfully cast, pick 1 friendly unit within 12" of the caster that is visible to them. Add 2 to run and charge rolls for that unit until your next hero phase. REALMSCAPE FEATURES The Desolate Wilds: From the hinterland mists come all manner of greenskin tribes, each hungering for war.Add 1" to the Move characteristic and 1 to the Bravery characteristic of all DESTRUCTION units. In addition, if you have an Orruk Warclans Big Waaagh! army, you receive an extra D6 Waaagh! points at the start of your first hero phase. The Clawing Sea: The Coast of Tusks is bedevilled by oceanic monsters that are drawn to the land in search of easy prey. Even the aelves cannot truly tame these fearsome creatures. At the end of each battle round, the players roll off. The winner can set up a Wild Kharibdyss. Use the Kharibdyss warscroll for the Wild Kharibdyss, but do not include the Handlers on the warscroll and do not use the Quick With The Lash ability. Wild Kharibdysses are not part of either army. A Wild Kharibdyss must be set up within 7" of the battlefield edge and more than 9" from all models from either army. Wild Kharibdysses choose their prey at the start of each battle round. Their prey for that battle round will be the army that has a unit closest to them. For the rest of that battle round, the Wild Kharibdyss joins the opposing army. If both armies have a unit equally close to a Wild Kharibdyss, roll off to determine who chooses the Wild Kharibdyss’s prey. Wild Kharibdysses will not choose each other as their prey. Note that the prey can change each battle round, as Wild Kharibdysses will ‘swap sides’ depending on which army has a unit closest to them. Also note that a Wild Kharibdyss can attack any unit in their prey’s army, not just the closest unit, and it cannot itself be attacked or charged by units from the army it has joined. REALM ARTEFACT Glimmering: Flinders of the Spear of Mallus are traded as ‘glimmerings’, each yielding visions of events yet to come.Once per turn, before you make a hit or wound roll for an attack made by the bearer, a save roll for an attack that targets the bearer, or a run or charge roll for the bearer, you can say that you will foretell the result of the roll. If you do so, you must choose the result of the roll. The result chosen for a D6 roll must be a whole number from 1 to 6, and the result chosen for a 2D6 roll must be a whole number from 2 to 12. The result cannot be re-rolled, but any modifiers are applied to it as normal. | ||
Battleplan The Rite of LifeThe defeat of Nagash in distant Hysh had sent ripples of causality across the realms. In Ghyran, the Everqueen Alarielle was poised to capitalise on this with a grand resurgence, triggering a cascade of consequences both glorious and dire. Opposing her in the stinking, knee-deep swampland were mould-skinned beastmen, their untidy manes matted into slabs that bounced on their shoulders as they ran. Carried by four hulking Ghorgons was the Dirgehorn – that Nurgle-fouled Ghyranite artefact torn from the skull of a godbeast to sound the death of nations, held together with sutures of cankerous flesh to give full voice to its mind-shredding bellow. THE ARMIES One player is the Sylvaneth player. Their opponent is the Beastmen player.Sylvaneth Army The Sylvaneth player must use a Sylvaneth army. It must consist of the following units and warscroll battalions:• Alarielle the Everqueen • Drycha’s Spitegrove • Lords of the Clan with 1 Treelord and 2 Treelord Ancients • 1 Warsong Revenant • 6 other SYLVANETH units Beastmen Army The Beastmen player must use a Beasts of Chaos army that has Ghorraghan Khai as its general. It must consist of the following units, warscroll battalion and endless spell:• The Butcher-herd • 12 other BEASTS OF CHAOS units • 1 Doomblast Dirgehorn 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 Warsong Revenant starts the battle in reserve and will arrive as described below.The Beastmen player must set up The Butcher-herd and the Doomblast Dirgehorn wholly within their territory and wholly within 12" of the middle of the battlefield, with the Doomblast Dirgehorn set up as described below. The players then alternate setting up units one at a time, starting with the Sylvaneth player. Players must set up units wholly within their territory and more than 9" 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. THE DIRGEHORN The Doomblast Dirgehorn endless spell starts the battle already cast and on the battlefield. It must be set up within 3" of the Ghorgon from The Butcher-herd warscroll battalion. It cannot be dispelled except as described below.The Ghorgon and the Doomblast Dirgehorn are treated as a single model that uses the Ghorgon’s warscroll and has the abilities from the Doomblast Dirgehorn’s warscroll. The Doomblast Dirgehorn must remain within 1" of the Ghorgon. If the Ghorgon is slain, the Doomblast Dirgehorn is dispelled. In addition, the Doomblast Dirgehorn is dispelled if it ends a move more than 12" from the middle of the battlefield. THE WARSONG REVENANT The Warsong Revenant is set up after the Doomblast Dirgehorn is dispelled, within 12" of Alarielle the Everqueen.BATTLE LENGTH The battle lasts either for 5 battle rounds or until Alarielle the Everqueen is slain.GLORIOUS VICTORY If Alarielle the Everqueen has been slain, the Beastmen player wins a major victory. If Alarielle the Everqueen has not been slain, 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, and MONSTERS count as 3 units instead of 1.If the Sylvaneth player has the higher total, they win a major victory if the Doomblast Dirgehorn was dispelled and a minor victory if it was not dispelled. If the Beastmen player has the higher total, they win a minor victory if the Doomblast Dirgehorn was not dispelled, and the battle is a draw if it was dispelled. ![]() | ||
Battleplan They Came From BelowExcelsis echoed to a thousand screams as the sun set. The assault came not from within, where the strife in the streets had grown to violence, nor from without, where the walls were heavily defended in anticipation of a greenskin attack. Instead, when the eyes of the city’s defenders were elsewhere, it came from below. Across the dockyards, mushroom clouds of green smoke blossomed in the wake of earringing explosions, and entire swathes of the street toppled into the sewers to expose the horribly glowing portals below. Gnawholes, the clustered portals were called, splits in the fabric of the realms themselves from which the skaven launched their invasions. STREETS OF DEATH Use the Streets of Death rules.THE ARMIES One player is the Skaven player. Their opponent is the Knights Excelsior player.Skaven Army The Skaven player is the attacker and must use a Skaventide army that has Rattachak as its general. It must consist of the following units, warscroll battalion and terrain features:• Rattachak’s Doom-coven • 9 other SKAVEN units • 3 Gnawhole terrain features Knights Excelsior Army The Knights Excelsior player is the defender and must use a Stormcast Eternals Knights Excelsior army that has the White Reaper as its general. It must consist of the following units:• 1 Lord-Veritant (the White Reaper) • Doralia ven Denst (Cities of Sigmar allied unit) • Galen ven Denst (Cities of Sigmar allied unit) • 10 other STORMCAST ETERNALS 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. THE BATTLEFIELD Set up the 3 Gnawholes as shown on the map.This battle is fought on the docks of Excelsis, and appropriate terrain features should be used to represent this. SET-UP The players alternate setting up units one at a time, starting with the Skaven player. Players must set up units wholly within their 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.THE GNAWHOLES The Knights Excelsior player can treat each Gnawhole as an enemy unit when picking the target of an attack or when picking a unit to suffer mortal wounds. The Gnawhole must be in range of the attack or the ability or spell inflicting mortal wounds. Gnawholes are not treated as units for any other purposes.Each Gnawhole has a Wounds characteristic of 6 and a Save characteristic of 3+. Once 6 wounds have been allocated to a Gnawhole, it is destroyed and removed from play. THE WHITE REAPER The White Reaper is a named character that is a Lord-Veritant. The following special rules apply to the White Reaper:
BATTLE LENGTH The battle lasts either for 5 battle rounds or until the third Gnawhole is destroyed and removed from play.GLORIOUS VICTORY Count the number of Gnawholes that were destroyed during the battle and consult the table below to determine the outcome of the battle.
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Battleplan Clash of GiantsThe Gyrocopters and bombers of the sky battalions of Excelsis took flight en masse, their advance covered by low-hanging clouds conjured by the Collegiate wizards’ tower-mounted Hurricanums. Led by a cherryred craft with an impressive array of guns known as the Scarlet Scourge, the sky battalions prepared to attack... REALMS OF BATTLE This battle uses the rules for the Coast of Tusks, Ghur.THE ARMIES One player is the Sky Battalions player. Their opponent is the Destruction player.Sky Battalions Army The Sky Battalions player must use a Cities of Sigmar Excelsis army that has the Scarlet Scourge as its general. It must consist of the following units:• 1 Gyrobombers unit of 1 model (The Scarlet Scourge) • 4 Gyrocopters or Gyrobombers units in any combination, each with up to 3 models Destruction Army The Destruction player must use the following army that has Gordrakk as its general. This army includes ORRUK WARCLANS units, GLOOMSPITE GITZ units and SONS OF BEHEMAT units. It does not belong to a specific faction and does not have any allegiance abilities, and it must consist of the following units:• Gordrakk, the Fist of Gork • 1 Dankhold Troggoths unit of 1 model • 2 Fellwater Troggoths or Rockgut Troggoths units in any combination, each with 3 models • 1 MEGA-GARGANT • 1 Mancrusher Gargants unit of up to 3 models SET-UP The Destruction player sets up their army first, wholly within their territory. The Sky Battalions player sets up their army second, wholly within their territory.FIRST TURN The Sky Battalions player takes the first turn in the first battle round.THE SCARLET SCOURGE The Scarlet Scourge’s Clattergun has an Attacks characteristic of 8 instead of 4. In addition, when the Sky Battalions player uses the Scarlet Scourge’s Grudgebuster Bombs ability, they can roll 2 dice when the model passes across any models in the enemy unit instead of 1.UP, UP AND AWAY After the Sky Battalions player makes a normal move with a friendly unit, they can say that the unit is flying up, up and away. If they do so, until their next movement phase, that unit cannot charge, and when measuring the distance between that unit and another unit in the shooting phase and the combat phase to determine whether either is in range of an attack, add 6".YOU CAN’T GET AWAY FROM ME! At the start of the combat phase, the Destruction player can pick 1 friendly model that is within 3" of any enemy units that are flying up, up and away and roll a dice. Add 2 to the roll if the friendly model is a MONSTER. On a 4+, until the end of that phase, when measuring the distance between that model and an enemy unit that is flying up, up and away to determine whether it is in range of an attack, do not add 6".BATTLE LENGTH The battle lasts either for 5 battle rounds or until Gordrakk is slain.GLORIOUS VICTORY If Gordrakk has been slain, the Sky Battalions player wins a major victory. In all other circumstances, each player adds up the number of enemy units that were destroyed during the battle. Double-sized units count as 2 units instead of 1; MEGA-GARGANTS count as 5 units instead of 1; and any other MONSTERS count as 2 units instead of 1.If the Destruction player has the higher total and the Scarlet Scourge has been slain, they win a major victory. Otherwise, the player with the higher total wins a minor victory. If both players have the same total, the battle is a draw. ![]() | ||
Battleplan Last Flight of the Scarlet ScourgeThe Gyrocopters and bombers of the sky battalions of Excelsis took flight en masse, their advance covered by low-hanging clouds conjured by the Collegiate wizards’ tower-mounted Hurricanums. Led by a cherryred craft with an impressive array of guns known as the Scarlet Scourge, the sky battalions prepared to attack... REALMS OF BATTLE This battle uses the rules for the Coast of Tusks, Ghur.THE ARMIES One player is the Sky Battalions player. Their opponent is the Destruction player.Sky Battalions Army The Sky Battalions player must use a Cities of Sigmar Excelsis army that has the Scarlet Scourge as its general. It must consist of the following units:• 1 Gyrobombers unit of 1 model (The Scarlet Scourge) • 4 Gyrocopters or Gyrobombers units in any combination, each with up to 3 models Destruction Army The Destruction player must use the following army that has Gordrakk as its general. This army includes ORRUK WARCLANS units, GLOOMSPITE GITZ units and SONS OF BEHEMAT units. It does not belong to a specific faction and does not have any allegiance abilities, and it must consist of the following units:• Gordrakk, the Fist of Gork • 1 Dankhold Troggoths unit of 1 model • 2 Fellwater Troggoths or Rockgut Troggoths units in any combination, each with 3 models • 1 MEGA-GARGANT • 1 Mancrusher Gargants unit of up to 3 models SET-UP The Destruction player sets up their army first, wholly within their territory. The Sky Battalions player sets up their army second, wholly within their territory.FIRST TURN The Sky Battalions player takes the first turn in the first battle round.THE SCARLET SCOURGE The Scarlet Scourge’s Clattergun has an Attacks characteristic of 8 instead of 4. In addition, when the Sky Battalions player uses the Scarlet Scourge’s Grudgebuster Bombs ability, they can roll 2 dice when the model passes across any models in the enemy unit instead of 1.UP, UP AND AWAY After the Sky Battalions player makes a normal move with a friendly unit, they can say that the unit is flying up, up and away. If they do so, until their next movement phase, that unit cannot charge, and when measuring the distance between that unit and another unit in the shooting phase and the combat phase to determine whether either is in range of an attack, add 6".YOU CAN’T GET AWAY FROM ME! At the start of the combat phase, the Destruction player can pick 1 friendly model that is within 3" of any enemy units that are flying up, up and away and roll a dice. Add 2 to the roll if the friendly model is a MONSTER. On a 4+, until the end of that phase, when measuring the distance between that model and an enemy unit that is flying up, up and away to determine whether it is in range of an attack, do not add 6".BATTLE LENGTH The battle lasts either for 5 battle rounds or until Gordrakk is slain.GLORIOUS VICTORY If Gordrakk has been slain, the Sky Battalions player wins a major victory. In all other circumstances, each player adds up the number of enemy units that were destroyed during the battle. Double-sized units count as 2 units instead of 1; MEGA-GARGANTS count as 5 units instead of 1; and any other MONSTERS count as 2 units instead of 1.If the Destruction player has the higher total and the Scarlet Scourge has been slain, they win a major victory. Otherwise, the player with the higher total wins a minor victory. If both players have the same total, the battle is a draw. ![]() | ||
Battleplan Dark HeartGalen and Doralia ven Denst fought their way towards the canker at Excelsis’s heart. With them came the White Reaper, for he too had seen the dire cavalcade of Slaaneshi daemons from afar and felt a great disquiet that only tackling them in person would diminish. The trio entered the Conclave Hall to see that battle still raged in the palace. Galen and Doralia levelled their weapons, sending nullstone bullet and runeinscribed stake hurtling across the room to strike the daemon giants in their backs, liberating the Grand Matriarch Yarga-Sjuhan and her honour guard from the spells that enthralled them. Almost immediately, violent combat erupted in the gore-drenched hall. THE ARMIES One player is the Slaanesh player. Their opponent is the Excelsis player.Slaanesh Army The Slaanesh player must use a Hedonites of Slaanesh army. It must consist of the following units and warscroll battalion:• Dexcessa, the Talon of Slaanesh • Synessa, the Voice of Slaanesh • The Exquisite Pursuit • 2 Daemonettes units, each with 10 models Excelsis Army The Excelsis player must use a Cities of Sigmar Excelsis army that has Yarga-Sjuhan as its general. It must consist of the following units:• 1 Battlemage (Yarga-Sjuhan) • 1 Freeguild Greatswords unit of 10 models (the Honour Guard) • 1 Lord-Veritant (the White Reaper, Stormcast Eternals allied unit) • Doralia ven Denst • Galen ven Denst THE BATTLEFIELD This battle is fought at closequarters in the Conclave Hall. Units cannot make any part of a move into or through the areas marked black on the map.SET-UP The Excelsis player must set up Yarga-Sjuhan and the Honour Guard first. Yarga-Sjuhan must be set up in the centre of the Grand Matriarch’s territory, and then the Honour Guard must be set up wholly within 6" of her.The Slaanesh player then sets up their army wholly within their territory and more than 3" from any enemy units. Finally, the Excelsis player sets up their remaining models wholly within the Rescuers’ territory and more than 3" from any enemy units. FIRST TURN The Excelsis player takes the first turn in the first battle round.THE WHITE REAPER The White Reaper is a named character that is a Lord-Veritant. The following special rules apply to the White Reaper:
GRAND MATRIARCH The Honour Guard is Yarga-Sjuhan’s retinue for the purposes of the Honoured Retinue battle trait, and Yarga-Sjuhan gains the Loyal Shields ability (see Battletome: Cities of Sigmar).AMBERBONE NECKLACES Add 1 to the Attacks characteristic of weapons used by the Honour Guard in the first battle round, and add 2 to run and charge rolls for the Honour Guard in the first battle round.SANCTUM Neither player can add extra models to their army or return slain models to a unit during this battle.BATTLE LENGTH The battle lasts until all of the models in one of the armies have been slain.GLORIOUS VICTORY The player with any models remaining on the battlefield at the end of the battle is the winner. If the winner has at least 2 HEROES on the battlefield at the end of the battle, they win a major victory. Otherwise, they win a minor victory. In the unlikely event that neither side has any models remaining on the battlefield, the battle is a draw.![]() | ||
Battleplan Of Gods and MonstersAs a long day of battle raged on into night, it was becoming clear that the intervention of the Stormcast Eternals would not be enough. At the breaches, at the harbour, even from the tunnels below the city, greenskins were breaking through to run pell-mell through the streets. Excelsis’s lifespan could be measured in hours at most. Then, from the mists of the harbour, a hundred tall sails emerged into view. Morathi-Khaine had come, and from the darkest quarter, Excelsis had been given hope anew. STREETS OF DEATH Use the Streets of Death rules.THE ARMIES One player is the Order player. Their opponent is the Destruction player.Order Army The Order player must use the following army. This army includes CITIES OF SIGMAR units, DAUGHTERS OF KHAINE units, SERAPHON units and STORMCAST ETERNALS units. It does not belong to a specific faction and does not have any allegiance abilities, and it must consist of the following units:• Lord Kroak • Morathi-Khaine • The Shadow Queen • 12 SCOURGE PRIVATEERS units • 2 MELUSAI units • 12 STORMCAST ETERNALS units Destruction Army The Destruction player must use the following army. This army includes ORRUK WARCLANS units, GLOOMSPITE GITZ units and SONS OF BEHEMAT units. It does not belong to a specific faction and does not have any allegiance abilities, and it must consist of the following units:• Kragnos, the End of Empires • 1 MEGA-GARGANT • 1 Mancrusher Gargants unit of up to 3 models • 12 ORRUK WARCLANS units • 8 GLOOMSPITE GITZ units Unit Selection The SCOURGE PRIVATEERS, STORMCAST ETERNALS, ORRUK WARCLANS and GLOOMSPITE GITZ 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. THE BATTLEFIELD This battle is fought on the streets of Excelsis, and appropriate terrain features should be used to represent this.SET-UP The battlefield is divided into 16 areas as shown on the map. Lord Kroak, Kragnos, Morathi-Khaine and the Shadow Queen are set up first in the centre of the areas marked for them on the map. The players alternate setting up their remaining units one at a time, starting with the Destruction player. STORMCAST ETERNALS units must be set up wholly within Excelsis territory, SCOURGE PRIVATEERS and DAUGHTERS OF KHAINE units wholly within Daughters of Khaine territory, and DESTRUCTION units wholly within Destruction territory. All units must be set up more than 6" from any enemy units.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. BANISHMENT At the end of each battle round, the Order player can attempt to banish Kragnos. In order to do so, all of the following criteria must be met:
BATTLE LENGTH The battle either lasts for 5 battle rounds or until Kragnos is slain.GLORIOUS VICTORY If Kragnos has been slain, the Order player wins a major victory. In any other circumstances, each player adds up the number of enemy units that were destroyed during the battle. Double-sized units count as 2 units instead of 1; Lord Kroak, Morathi-Khaine, the Shadow Queen and MEGA-GARGANTS count as 5 models instead of 1, and any other MONSTERS count as 2 units instead of 1.If the Destruction player has the higher total and Kragnos was not banished, they win a major victory. Otherwise, the player with the higher total wins a minor victory. If both players have the same total, the battle is a draw. ![]() | ||
The SACROSANCT keyword is used in the following Stormcast Eternals warscrolls:
Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples). | ||
The CAULDRON OF BLOOD keyword is used in the following Daughters of Khaine warscrolls:
The DAUGHTERS OF KHAINE keyword is used in the following Daughters of Khaine warscrolls:
The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:
Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit. | ||
The STORMCAST ETERNALS keyword is used in the following Stormcast Eternals warscrolls:
The MELUSAI keyword is used in the following Daughters of Khaine warscrolls:
The IDONETH DEEPKIN keyword is used in the following Idoneth Deepkin warscrolls:
The SCOURGE PRIVATEERS keyword is used in the following Cities of Sigmar warscrolls:
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
The DARKLING COVEN keyword is used in the following Cities of Sigmar warscrolls:
The ORDER SERPENTIS keyword is used in the following Cities of Sigmar warscrolls:
The SHADOWBLADES keyword is used in the following Cities of Sigmar warscrolls:
The LUMINETH REALM-LORDS keyword is used in the following Lumineth Realm-lords warscrolls:
The OSSIARCH BONEREAPERS keyword is used in the following Ossiarch Bonereapers warscrolls:
You do not have to pick a target for a charge attempt before making the charge roll. | ||
The warscrolls using DEATH and WIZARD keywords can be found in the following Factions:
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.The DEATH and WIZARD keywords are used in the following warscrolls:
The warscrolls using BEASTS OF NURGLE keyword can be found in the following Factions:
Chaos: Legion of the First Prince, Maggotkin of Nurgle.The BEASTS OF NURGLE keyword is used in the following warscrolls:
The SETTLER’S GAIN keyword is used in the following Cities of Sigmar warscrolls:
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
The STALLIARCH LORDS keyword is used in the following Ossiarch Bonereapers warscrolls:
The NURGLE and DAEMON keywords are used in the following Maggotkin of Nurgle warscrolls:
The LEGION OF NIGHT keyword is used in the following Soulblight Gravelords warscrolls:
The SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:
The YMETRICA keyword is used in the following Lumineth Realm-lords warscrolls:
The NULL MYRIAD keyword is used in the following Ossiarch Bonereapers warscrolls:
The HURAKAN keyword is used in the following Lumineth Realm-lords warscrolls:
The STARSHARD BALLISTA keyword is used in the following Lumineth Realm-lords warscrolls:
The COLLEGIATE ARCANE keyword is used in the following Cities of Sigmar warscrolls:
The MORTIS PRAETORIANS keyword is used in the following Ossiarch Bonereapers warscrolls:
The CRYPT GHOULS keyword is used in the following Flesh-eater Courts warscrolls:
The VANARI keyword is used in the following Lumineth Realm-lords warscrolls:
The SCINARI keyword is used in the following Lumineth Realm-lords warscrolls:
The ALARITH keyword is used in the following Lumineth Realm-lords warscrolls:
The warscrolls using ORDER and WIZARD keywords can be found in the 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 the following warscrolls:
The warscrolls using ORDER and HERO keywords can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.The ORDER and HERO keywords are used in the following warscrolls:
The warscrolls using DEATH and HERO keywords can be found in the following Factions:
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.The DEATH and HERO keywords are used in the following warscrolls:
The CELESTIAL VINDICATORS keyword is used in the following Stormcast Eternals warscrolls:
The CITIES OF SIGMAR and WIZARD keywords are used in the following Cities of Sigmar warscrolls:
The CITIES OF SIGMAR and HERO keywords are used in the following Cities of Sigmar warscrolls:
In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate. | ||
The TZEENTCH and DAEMON keywords are used in the following Disciples of Tzeentch warscrolls:
The HORROR keyword is used in the following Legion of the First Prince warscrolls:
The warscrolls using DAEMON keyword can be found in the following Factions:
Chaos: Blades of Khorne, Disciples of Tzeentch, Hedonites of Slaanesh, Legion of Azgorh, Legion of the First Prince, Maggotkin of Nurgle, Skaven, Slaves to Darkness.The DAEMON keyword is used in the following warscrolls:
The warscrolls using KHORNE and DAEMON keywords can be found in the following Factions:
Chaos: Blades of Khorne, Legion of the First Prince, Slaves to Darkness.The KHORNE and DAEMON keywords are used in the following warscrolls:
The warscrolls using TZEENTCH and DAEMON keywords can be found in the following Factions:
Chaos: Disciples of Tzeentch, Legion of the First Prince, Slaves to Darkness.The TZEENTCH and DAEMON keywords are used in the following warscrolls:
The warscrolls using NURGLE and DAEMON keywords can be found in the following Factions:
Chaos: Legion of the First Prince, Maggotkin of Nurgle, Skaven, Slaves to Darkness.The NURGLE and DAEMON keywords are used in the following warscrolls:
The warscrolls using DAEMON and SLAANESH keywords can be found in the following Factions:
Chaos: Hedonites of Slaanesh, Legion of the First Prince, Slaves to Darkness.The DAEMON and SLAANESH keywords are used in the following warscrolls:
The warscrolls using BE’LAKOR keyword can be found in the following Factions:
Chaos: Legion of the First Prince, Slaves to Darkness.The BE’LAKOR keyword is used in the following warscrolls:
The LADY OLYNDER keyword is used in the following Nighthaunt warscrolls:
The LIBERATORS keyword is used in the following Stormcast Eternals warscrolls:
The FLAGELLANTS keyword is used in the following Cities of Sigmar warscrolls:
The SKYFARER keyword is used in the following Kharadron Overlords warscrolls:
The GYROCOPTERS keyword is used in the following Cities of Sigmar warscrolls:
The GYROBOMBERS keyword is used in the following Cities of Sigmar warscrolls:
The STORMCAST ETERNALS and LIBERATORS keywords are used in the following Stormcast Eternals warscrolls:
The SYLVANETH keyword is used in the following Sylvaneth warscrolls:
The BEASTS OF CHAOS keyword is used in the following Beasts of Chaos warscrolls:
The SKAVEN keyword is used in the following Skaven warscrolls:
The ORRUK keyword is used in the following Orruk Warclans warscrolls:
The GLOOMSPITE GITZ keyword is used in the following Gloomspite Gitz warscrolls:
The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:
The SERAPHON keyword is used in the following Seraphon warscrolls:
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