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  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023

Book I: Harbingers

Welcome to the rules section of Dawnbringers Book I: Harbingers. Here you will find the warscrolls for these mighty individuals as well as rules for regiments of renown: special groups of units that alrow you to include these heroes in armies from the same Grand Alliance. You will also find a Path to Glory battlepack that reflects the historic events currently rocking the Mortal Realms.


Regiments of Renown

These rules allow any army to include a fixed group of units called a regiment of renown. There are 4 regiments of renown in this book, one for each Grand Alliance. Depending on your general’s keywords, you will be able to include 1 of these regiments of renown in your army.
  • All units in a regiment of renown gain the REGIMENT OF RENOWN keyword.

  • You can include a regiment of renown in your army even if its points value exceeds the amount allowed for allied units. If you do so, no other allied units can be included in your army.

  • The units in a regiment of renown must belong to the Regiment of Renown core battalion, below.

  • If your army has an ORDER general but is not a Fyreslayers army, you can include the Fjori’s Flamebearers regiment of renown.

  • If your army has a CHAOS general but is not a Maggotkin of Nurgle army, you can include the Phulgoth’s Shudderhood regiment of renown.

  • If your army has a DEATH general but is not a Flesh-eater Courts army, you can include the Jerrion’s Delegation regiment of renown.

  • If your army has a DESTRUCTION general but is not a Gloomspite Gitz army, you can include the Braggit’s Bottle-snatchaz regiment of renown.

REGIMENT OF RENOWN

Unified: One-drop deployment (core rules, 26.2.1). Each unit in this battalion must be within 6" of the HERO in the same battalion at the end of deployment.

UNIT ICONS
(Mandatory/Optional)
Renowned Commander: REGIMENT OF RENOWN Leader
Renowned Troops: REGIMENT OF RENOWN unit that is not Leader, Artillery or Behemoth

Harbinger Path to Glory Battlepack

The following battlepack allows you to fight Path to Glory battles across the Mortal Realms during a time of great uncertainty, as harbingers emerge to warn of impending turmoil and each Grand Alliance sends out scouting parties to prepare for war.


In order to use this battlepack, both you and your opponent must have a completed Path to Glory roster. You can use this battlepack as well as or instead of any other Path to Glory battlepacks, and you can use different Path to Glory battlepacks for any of the battles that you fight with your Path to Glory army.

Points Limit

The players must first agree on a points limit for the battle. The points limit can be any number and determines the number of points you have available to spend on your army. No more than half of your points can be spent on a single unit. All units added to your army must be taken from your Path to Glory roster. The points limit also determines the recommended minimum battlefield size and recommended minimum number of terrain features for the battle, as shown in the table below.

PATH TO GLORY
Points Limit500-750751-2250Over 2250
Recommended Minimum Battlefield Size30" x 44"44"x 60"44" x 90"
Recommended Minimum Number of Terrain Features4812

Faction Terrain

Each battleplan in this battleplack will state if faction terrain can be set up and which players can do so. Faction terrain features must be set up more than 3" from all other terrain features and more than 3" from all objectives. These restrictions are in addition to the set-up rules in the battletome in which they appear. If it is impossible for a faction terrain feature to be set up, then it is not used.

Battalions

You can include warscroll battalions and core battalions in your army.

Harbinger Path to Glory Battleplans

One player rolls on the following table to determine which battleplan is used for the game. Alternatively, the players can agree on which battleplan to use.


Special Rules

The following special rules apply to battles fought using this battlepack:

Alternating Deployment

If a battleplan says that the players use alternating deployment, then the players alternate setting 1 unit at a time. The players continue to set up their units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.

Plague of Doubt

The Shudderblight sweeps the realms. This soul-sickness strikes armies mustering for war, seeing them overcome with indecision.
After deployment but before the first battle round begins, players roll off and the winner rolls on the following table, adding 1 to the roll for each player who has a communication outpost (see Establishing a Communication Outpost). Consult the table below to determine the effect on the battle:

D6EFFECT
1-3No effect.
4Stick Together: Subtract 1 from the Bravery characteristic of friendly units while they are more than 3" from all other friendly units.
5Crisis of Confidence: Subtract 1 from casting and chanting rolls.
6Miasma of Misery: The range of missile weapons and spells is limited to 18".
7+Blighted by Despair: Each player must pick 1 friendly unit from their starting army to be blighted by despair. Units cannot receive the Inspiring Presence command while thev are within 3" of any units blighted by despair.

Harbingers

The following rules add additional quests, territories and campaign progression that explain how you can locate, recruit and level up powerful heroes known as Harbingers.

Harbingers are special versions of the four new heroes detailed in this book. They have access to a unique progression mechanic, and they also grant your army the ability to establish communication outposts.

While you can include these unit types in your starting order of battle or add them in step 7 of the aftermath sequence as normal, you can only add a Harbinger version of one of these units by completing the ‘Agents of Upheaval’ quest.

Harbinger Quests

When you pick a quest, you can pick from the following quests in addition to any others you can pick from.

QUEST

Agents of Upheaval

In this time of upheaval, great champions travel the realms, rallying armies and forging rivals into allies. To earn the aid of such a figure would serve your goals well.
You can only embark on this quest if you do not have a Harbinger on your order of battle.

Pick 1 HERO on your order of battle that is not your warlord to send off to find the harbinger. At the end of a Path to Glory battle, if that HERO was not included in your army, add 2 quest points to the progress section of your quest log and roll a dice. If the roll is less than the number of quest points you have accumulated, you complete this quest. When you complete this quest, you can add a Harbinger to your order of battle (see ‘Adding a Harbinger’).

QUEST

Spread the Word

Across the realms, vast forces are mustering. With the aid of your mighty ally, you begin to prepare your domains for this conflict.
You can only embark on this quest if you have a Harbinger on your order of battle.

At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if a friendly Harbinger is either contesting an objective or is wholly within enemy territory.

In addition, at the end of each Path to Glory battle, you can spend 1 glory point to gain 1 additional quest point.

Once you have gained 3 or more quest points, you complete this quest. Add D6 renown to your Harbinger. In addition, if you have an Ancient Roads territory, you can upgrade it to a Trade Route without spending any glory points.

Adding a Harbinger

Once you have completed the ‘Agents of Upheaval’ quest, you can add a Harbinger to your order of battle. You do not need to spend any additional glory points to do so. Each Grand Alliance has one type of Harbinger available:
When you add a Harbinger to your order of battle, add a note beside that unit saying ‘Harbinger’.

Designer’s Note - Harbingers of Decay: If your roster is from the Chaos Grand Alliance, you might have more than one Harbinger of Decay on your order of battle. We can only assume that the one with the ‘Harbinger’ note carries the greater portion of the Grandfather’s favour!

Communication Outposts

Communication outposts allow you to reach out and coordinate support from allied settlements, as well as to access more powerful advanced veteran abilities for the Harbingers.

Establishing a Communication Outpost

After winning a battle using this battlepack, if you have a Harbinger on your order of battle, you can choose to establish a communication outpost at the end of step 6 of the aftermath sequence. In order to do so, you must spend 5 glory points.

If you already have the maximum number of outposts your stronghold allows (you can have up to 1 outpost if you have a stronghold, up to 2 outposts if you have an imposing stronghold, or up to 3 outposts if you have a mighty stronghold), you can choose to remove one of your existing outposts to allow the establishment of the new communication outpost. Removing an outpost may reduce one of your order of battle limits. After removing an outpost, if you have more units of a certain type than your order of battle limits allow, you must remove units of that type from your order of battle until you no longer have more units of that type than your order of battle limits allow.

If you do decide to establish the communication outpost, pick one of the territories under your control that does not currently have an outpost on it, and add a note beside that territory on your roster saying ‘Communication Outpost’.

Outpost Benefits

Communication outposts provide the following benefits:


Receiving Messages

If you have a communication outpost, you can roll once on the following table during step 6 of the aftermath sequence:

D6RESULT
1-2No messages.
3Requested Resources: You can spend 1 glory point to send resources to an allied settlement. If you do so, you receive 1 alliance point.
4Call for Aid: You can pick 1 unit that is not a HERO on your order of battle to send to your allies’ aid. If you do so, roll a dice. On a 3+, you receive 1 alliance point. However, on a 1-2, that unit suffers significant losses in the ensuing battle and you must make a casualty roll for it as if it had been destroyed in battle.
5War Council: You can pick 1 HERO on your order of battle to journey to the alliance war council. Add 1 to the roll if the chosen HERO is your warlord. On a 3+, you receive 1 alliance point. However, on a 1-2, that HERO is ambushed along the way and you must make an injury roll for it as if it had been destroyed in battle.
6Offer of Support: You receive 1 alliance point.

Requesting Support

Once you’ve established contact and helped nearby settlements out, you can spend your accumulated alliance points to request aid in an upcoming battle. If you choose to do so, at the start of any Path to Glory battle, before deployment, you can pick one of the abilities from the tables below, spend 1 alliance point and roll a dice. Add 1 to the roll if the faction you are requesting aid from is listed as an ally in your faction’s Pitched Battle profiles. On a 3+, you can use your chosen ability during that battle.

Use the following table if your warlord has the ORDER keyword:
FACTIONABILITY
Cities of SigmarHallowed Ground: After deployment but before the first battle round begins, you can say that the battlefield is hallowed ground. If you do so, each terrain feature on the battlefield that is not faction terrain has the Inspiring scenery rule (core rules, 28.1.3) in addition to any other scenery rules it has.
Daughters of KhaineShadowy Informants: Once per battle, you can use a command ability without a command point being spent.
FyreslayersRunic Charm: Once per battle, when you pick a friendly HERO to fight, you can say that it will activate the runic charm. If you do so, add 1 to wound rolls for attacks made by that unit until the end of that phase.
Idoneth DeepkinEthersea Mist: During the first battle round, friendly units are treated as being in cover while they are wholly within your territory.
Kharadron OverlordsHitch a Ride: During deployment, you can pick 1 friendly unit that does not have a mount and that has a Wounds characteristic of 3 or less to hitch a ride. Instead of setting up that unit on the battlefield, place it to one side as a reserve unit.

If you do so, at the end of your first movement phase, you can set up that unit anywhere on the battlefield, more than 9" from all enemy units.
Lumineth Realm-lordsAetherquartz Focus: Once per battle, in the hero phase, you can pick 1 friendly WIZARD to use the Aetherquartz Focus. Add 1 to casting rolls for that WIZARD until the end of that phase.
SeraphonAstromatrix Suppression: Once per battle, you can attempt to unbind an enemy spell anywhere on the battlefield. If you choose to do so, add 1 to the unbinding roll.
Stormcast EternalsSigmar’s Blessing: Once per battle, in the combat phase, when a friendly unit is picked as the target of an attack, you can say that it is blessed. If you do so, that unit has a ward of 6+ until the end of that phase.
SylvanethPlace of Power: After deployment but before the first battle round begins, pick 1 terrain feature on the battlefield that is not faction terrain. That terrain feature is treated as a wyldwood (core rules, 17.1.4) in addition to any other scenery rules it has for the duration of the battle.

Use the following table if your warlord has the CHAOS keyword:
FACTIONABILITY
Beasts of ChaosBestial Dominance: Once per battle, at the start of the combat phase, you can pick 1 enemy MONSTER within 3" of a friendly MONSTER and say that the enemy MONSTER will be dominated. If you do so, until the end of that phase, when determining which row to use on that enemy MONSTER’s damage table, it is treated as having suffered 10 wounds in addition to those that are actually allocated to it.
Blades of KhornePunish Sorcery: Once per battle, after a spell cast by an enemy WIZARD has been unbound, you can say that Khorne will punish the caster. If you do so, the WIZARD that cast the spell suffers D3 mortal wounds.
Disciples of TzeentchTwist of Fate: Once per battle, you can re-roll 1 hit roll, 1 wound roll or 1 save roll.
Hedonites of SlaaneshExcess of Depravity: Once per battle, at the start of a battle round, you can say that you will indulge in an excess of depravity. If you do so, your opponent must choose one of the following effects:
  • You receive 2 command points and they receive 1 command point.
  • They pick 1 of their units to suffer D3 mortal wounds.
Maggotkin of NurgleMiasma of Decay: After deployment but before the first battle round begins, pick up to D6 different enemy units on the battlefield. Each unit picked suffers 1 mortal wound.
SkavenGreat-mighty Schemes: At the start of the first battle round, after the players have received their starting command points, you can roll a dice. On a 4+, subtract 1 from your opponent’s command points (to a minimum of 0) and add 1 to your command points.
Slaves to DarknessDesecrated Battlefield: After deployment but before the first battle round begins, you can say that the battlefield has been desecrated. If you do so, each terrain feature on the battlefield that is not faction terrain has the Damned scenery rule (core rules, 28.1.3) in addition to any other scenery rules it has.
Use the following table if your warlord has the DEATH keyword:
FACTIONABILITY
Flesh-eater CourtsSpreading Delusion: Once per battle, when an enemy unit receives a command, you can say that it is affected by spreading delusion and roll a dice. On a 4+, the command is not received (it still counts as having been used) and the command point that was spent to issue the command is lost.
NighthauntHaunted Ruins: After deployment but before the first battle round begins, you can say that the battlefield has been haunted. If you do so, each terrain feature on the battlefield that is not taction terrain has the Sinister scenery rule (core rules, 28.1.3) in addition to any other scenery rules it has.
Ossiarch BonereapersDefensive Discipline: Once per battle, 1 friendly unit can receive the All-out Defence command without the command being issued and without a command point being spent.
Soulblight GravelordsVampiric Transference: Once per battle, at the end of the combat phase, you can pick 1 friendly HERO within 1" of an enemy HERO and say that it will use Vampiric Transference. If you do so, roll 3 dice. For each 5+, that enemy HERO suffers 1 mortal wound and you can heal 1 wound allocated to that friendly HERO.

Use the following table if your warlord has the DESTRUCTION keyword:
FACTIONABILITY
Gloomspite GitzHallucinogenic Mushrooms: Once per battle, at the beginning of the combat phase, you can pick 1 friendly unit and say that they will consume hallucinogenic mushrooms. If you do so, roll a dice. On a 3+, add 1 to the Attacks characteristic of that unit’s weapons until the end of the phase. On a 1-2, that unit suffers D3 mortal wounds.
Ogor MawtribesA Hearty Meal: Once per battle, 1 friendly unit can receive the Forward to Victory command without the command being issued and without a command point being spent.
Orruk WarclansKrule Planz: After deployment but before the first battle round begins, you can say that the battlefield has been set with jagged traps. If you do so, each terrain feature on the battlefield that is not faction terrain has the Deadly scenery rule (core rules, 28.1.3) in addition to any other scenery rules it has.
Sons of BehematThrown Boulders: After deployment but before the first battle round begins, pick 1 terrain feature on the battlefield that is not faction terrain and roll a dice. On a 3+, remove that terrain feature from the battlefield, and each enemy unit on or within 1" of that terrain feature suffers D3 mortal wounds.

Harbingers and Renown

Harbingers earn different ranks and veteran abilities to other units. Do not use the ‘Heroes and Renown’ section of the Core Book for Harbingers. Instead, use the table below.

RENOWN POINTSHARBINGER RANK
0-10Rising Harbinger
11-15Notable Harbinger
16-20Veteran Harbinger
21-25, requires communication outpostRenowned Harbinger
26-30, requires communication outpostMighty Harbinger

Harbinger Veteran Abilities

Each Harbinger has a unique set of veteran abilities that they must choose from each time they progress to a new rank. Only 1 ability may be chosen from each rank, but you can spend 5 glory points in step 3 of the aftermath sequence to re-train your Harbinger and switch to a different ability if you wish.

GRIMHOLD EXILE VETERAN ABILITIES
RankVeteran Abilities
Notable HarbingerChild of Grimnir: Add 1 to the Attacks characteristic of this unit’s Fyrerune Hammers.ORHardy: Add 1 to the Wounds characteristic of this unit.
Veteran HarbingerBattle Cry: Friendly ORDER units wholly within 12" of this unit can re-roll wound rolls of 1.ORChampion of Order: Friendly ORDER units wholly within 12" of this unit have a Bravery characteristic of 9 unless it would be higher.
Renowned HarbingerLeaping Strike: You can pick 1 enemy unit within 6" instead of 1" when this unit uses the Last of the Lodge-fire ability.ORFlame of Defiance: This unit can issue the All-out Attack command once per turn without a command point being spent.
Mighty HarbingerVolcanic Endurance: This unit can run and still charge later in the turn.ORDestined Fate: This unit has a ward of 4+.

HARBINGER OF DECAY VETERAN ABILITIES
RankVeteran Abilities
Notable HarbingerRelentless: Add 2" to the Move characteristic of this unit.ORBloated: Add 1 to the Wounds characteristic of this unit.
Veteran HarbingerInevitable: Add 2 to the Bravery characteristic of friendly units while they are wholly within 12" of this unit.ORWave of Lethargy: Subtract 1" from the Move characteristic of enemy units while they are within 12" of this unit.
Renowned HarbingerAura of Vigour: Add 1 to wound rolls for attacks made by friendly units while they are wholly within 12" of this unit.ORAura of Decay: Subtract 1 from hit rolls for attacks made by enemy units while they are within 6" of this unit.
Mighty HarbingerImpending Doom: At the end of the charge phase, pick 1 enemy unit within 3" of this unit and roll 2D6. If the result is higher than the Bravery characteristic of that unit, the strike-last effect applies to that unit until the end of the phase.ORUnholy Resilience: This unit has a ward of 4+.

MARROWSCROLL HERALD VETERAN ABILITIES
RankVeteran Abilities
Notable HarbingerUnnatural Strength: Add 1 to wound rolls for attacks made with this unit’s Bone Scythe.ORFeast of Flesh: Add 1 to the Wounds characteristic or this unit.
Veteran HarbingerHorrific Presence: Subtract 2 from the Bravery characteristic of enemy units while they are within 6" of this unit.ORDreadful: Subtract 1" from the Move characteristic of enemy units while they are within 12" of this unit.
Renowned HarbingerFerocious: Add 1 to the Attacks charactaeristic of this unit’s Bone Scythe.ORBeacon of Inspiration: This unit can issue the Rally command once per turn without a command point being spent.
Mighty HarbingerInfectious Fervour: Add 1" to the Move characteristic of friendly units while they are wholly within 12" of this unit.ORRegal Orator: When using the King’s Entreaty ability, you can pick 1 enemy unit within 6" instead of within 3".

RABBLE-ROWZA VETERAN ABILITIES
RankVeteran Abilities
Notable HarbingerVicious: Add 1 to the Attacks characteristic of this unit’s Moon-sickle and Basha.ORNimble: Add 2" to the Move characteristic of this unit.
Veteran HarbingerEnraging: Add 1 to wound rolls for friendly MONSTERS while they are wholly within 12" of this unit.ORGoading: Add 2" to the Move characteristic of friendly MONSTERS while they are wholly within 12" of this unit.
Renowned HarbingerUnderhanded: This unit can retreat and still charge in the same turn.ORInstinctive Control: This unit can ignore any wounds caused by its Get Goin’, Ya Gitz! ability.
Mighty HarbingerEndless Minions: This unit can use the Mushroom-stuffed Bat Squigs ability every turn instead of only once per battle.ORCrafty: This unit has a ward of 4+.
Battleplan

Staging Ground
 1

A scouting party has happened upon a hastily erected encampment where the enemy is mustering forces. The foe must think themselves clever indeed, for this camp lies within a hidden valley, supposedly safe from any outside assault. Taking advantage of this presumption, a daring raid by the enemy while the majority of the camp’s defenders are absent could offer a prime opportunity to seize crucial war materiel or secret plans. However, the infiltrators will have to claim their prize swiftly if they are to leave before reinforcements arrive.

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the infiltrator and which is the guard.

CONTINGENTS
The infiltrator must split their army into a scouting contingent and a reinforcement contingent. Each contingent must have as close to the same number of units as possible.

THE BATTLEFIELD
First, the infiltrator can set up a maximum of 3 terrain features wholly within their territory. Then, the guard can set up a maximum of 4 terrain features wholly within their territory. After the terrain features have been set up, starting with the guard, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
The guard can set up a faction terrain feature.

DEPLOYMENT
The guard sets up their army first, wholly within their territory. Then, the infiltrator sets up each unit in their scouting contingent either wholly within their territory and more than 9" from all enemy units, or wholly within their territory, wholly on a terrain feature and more than 3" from all enemy units. Units in the scouting contingent cannot be set up in reserve. The reinforcement contingent starts the battle in reserve and will arrive as described below.

SECRET PLANS
Place a marker representing the secret plans in the centre of the battlefield. During the hero phase, the infiltrator can roll a dice for each friendly HERO within 3" of the secret plans to attempt to recover them. Add 1 to the roll if the HERO is a Harbinger. On a 3+, the plans have been recovered, and you should place the marker so that it is touching the base of that model. If the model that has recovered the secret plans is slain, the marker remains on the battlefield and HEROES in the Infiltrator’s army can attempt to recover them once more.

If a move is made with a model that has recovered the secret plans, after the model has finished the move, move the secret plans marker so that it is once again touching the base of the model.

LEAVING THE BATTLEFIELD
At the end of each battle round, if the HERO that has recovered the secret plans is within 1" of the edge of the battlefield and more than 3" from all enemy units, they can leave the battle. If they do so, the battle ends immediately.

REINFORCEMENTS
At the end of the infiltrator’s movement phase in the second battle round, they can set up any friendly reserve units wholly within 7" of the battlefield edge and more than 3" from all enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until a unit in the infiltrator’s army leaves the battlefield while carrying the secret plans.

FIRST TURN
The infiltrator decides which player takes the first turn in the first battle round.

GLORIOUS VICTORY
If a unit in the infiltrator’s army leaves the battlefield while carrying the secret plans, the battle ends immediately and the infiltrator wins a major victory. Otherwise, when the battle ends:

  • If a unit in the infiltrator’s army is on the battlefield and is carrying the secret plans, the infiltrator wins a minor victory.

  • If the secret plans were never recovered by a HERO, the guard wins a major victory.

  • If the secret plans were recovered but are not being carried by a HERO at the end of the battle, the guard wins a minor victory.

BONUS RENOWN
Infiltrator: Each friendly unit that recovered the secret plans during the battle gains 1 renown point.

Guard: Each friendly unit that destroyed an enemy HERO while that HERO was carrying the secret plans gains 1 renown point.

Battleplan

Battle for the Pass
 2

Two rival armies have menaced one another’s borders for many turnings of the realmspheres, locked in a bloody stalemate. Now, travelling champions or wandering spies have revealed to the opposing warlords information concerning a secret pass that leads deep into enemy lands. The tectonic fury wracking the realms has only recently torn open this route, and there can be no doubt that canny generals of all allegiances will be looking to control a location of such strategic worth. Determined to make a swift breakthrough, both armies take up their weapons and march out, eager to claim the pass for themselves and at last break the bloody deadlock. What they find instead, however, is their nemesis waiting for them. Whoever can be driven from this pass will have their throat left exposed to a follow-up strike...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender.

THE BATTLEFIELD
Each dark grey area on the map should be marked off. Models cannot move over or end their move on a marked-off area of the battlefield. Visibility between 2 models is blocked if a straight line drawn between the closest points of the 2 models passes across a marked-off area of the battlefield.

The players roll off. First, the winner sets up 1 objective as shown on the map. Then, they set up the battlefield’s terrain features anywhere other than on the marked-off areas, and then the other player chooses which long edge of the battlefield is the northern edge. Do not use the Mysterious Terrain table for this battle. Instead, each terrain feature has the Deadly scenery rule (core rules, 28.1.3).

FACTION TERRAIN
Neither player can set up a faction terrain feature.

DEPLOYMENT
The attacker picks which territory is their territory. The other territory is the defender’s territory. The players then use alternating deployment, starting with the attacker. Each player must set up their units wholly within their territory.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:

  • Score 1 victory point if you control the objective.

  • If you control the objective, score 1 victory point for each friendly unit wholly within enemy territory.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The players roll off to determine who decides which player takes the first turn in the first battle round.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who controls the objective at the end of the battle wins a minor victory.

If the players are tied on victory points and neither player controls the objective at the end of the battle, the battle is a draw.

BONUS RENOWN
Each friendly unit that is contesting the objective at the end of the battle gains 1 renown point.

Battleplan

Nexus of Power
 3

The Mortal Realms are criss-crossed by ley lines that thrum with arcane energy. Where these magical streams cross, potent nexuses of power form - sites saturated with magic, where feats of thaumaturgy infeasible elsewhere become all too possible. Since the beginning of the Dawnbringer Crusades, these nexuses have become increasingly coveted; it is upon such sites that new Sigmarite strongpoints are raised, their defences powered by the mystical confluences. A previously undiscovered nexus has been found and news of its existence brought to the attention of the region’s most powerful warlord. To lay claim to such a location could dramatically shift the balance of power; however, any battle waged around such a font of esoteric energy is sure to be destructive in the extreme...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features, ensuring that there are at least 3 terrain features wholly within the nexus territory indicated on the map. Then, the other player picks 1 terrain feature wholly within the nexus territory to be the nexus of power.

After the terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature that is not the nexus of power and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle. The nexus of power gains the Arcane, Mystical and Deadly scenery rules.

FACTION TERRAIN
Neither player can set up a faction terrain feature.

DEPLOYMENT
The players use alternating deployment, starting with the attacker. Neither player can use one-drop deployment (core rules, 26.2.1) in this battle. Each unit must be set up more than 9" from the nexus of power, more than 9" from all enemy units, and more than 6" from all friendly units. Units that cannot be set up in this manner must be set up in reserve: after that, they can be set up at the end of their controlling player’s first movement phase within 9" of the edge of a battlefield and more than 9" from all enemy units.

VICTORY POINTS
At the end of a player’s turn, if they control the nexus of power (core rules, 18.2), they score a number of victory points equal to the current battle round number.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The players roll off to determine who takes the first turn in the first battle round.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, then the player who controls the nexus of power at the end of the battle wins a minor victory.

If the players are tied on victory points and neither player controls the nexus of power at the end of the battle, the battle is a draw.

BONUS RENOWN
Each unit that is contesting the nexus of power at the end of the battle gains 1 renown point.

Battleplan

Brutal Interception
 4

Long-distance communication in the realms is fraught with peril, and almost always conducted under armed guard. Beyond the walls of cities and war camps lie vast stretches of land corrupted by the Ruinous Powers, lethal even to those who serve the Dark Gods. Nevertheless, attempts at carrying messages must be made - and in the act, they become vulnerable. A roving army has learned, through the whispering of watchful realm-walkers, that their rivals are transporting war plans, weapons, or some other form of critical dispatch between their home territories and a frontier stronghold. To intercept this could throw their enemies into disarray. The messengers’ guard will be lowest just before they reach a safe haven - but this also means that reinforcements will not be far behind...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the carrier and which is the interceptor.

CONTINGENTS
The carrier must split their army into a messenger contingent and a receiver contingent. Each contingent must have as close to the same number of units as possible.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

After the terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
Neither player can set up a faction terrain feature.

DEPLOYMENT
The interceptor sets up their army first, wholly within their territory. Then, the carrier sets up their messenger contingent wholly within their messenger territory. The receiver contingent starts the battle in reserve and will arrive as described below.

REINFORCEMENTS
At the end of the carrier’s movement phase in the first battle round, they can set up any friendly reserve units wholly within the carrier’s receiver territory, more than 3" from all enemy units. If this is not possible, the carrier can set up these units wholly within 7" of the edge of the battlefield, more than 9" from all enemy units.

BATTLE LENGTH
The battle lasts for 4 battle rounds.

FIRST TURN
The carrier decides which player takes the first turn in the first battle round.

GLORIOUS VICTORY
When the battle ends:
  • If at least one unit in each of the carrier’s contingents is wholly within the carrier’s receiver territory, and each of these units is more than 3" from all enemy units, the carrier wins a major victory.

  • If there are no units in the messenger contingent on the battlefield, the interceptor wins a major victory.

  • If at least one unit in the carrier’s messenger contingent is wholly within the carrier’s receiver territory, the carrier wins a minor victory.

  • Otherwise, the interceptor wins a minor victory.

BONUS RENOWN
Carrier: Each friendly unit that is wholly within the carrier’s receiver territory and more than 3" from all enemy units gains 1 renown point.

Interceptor: Each friendly unit that is wholly within the carrier’s receiver territory and is within 3" of any enemy units gains 1 renown point.

Battleplan

Agents of Fate
 5

The realms are truly vast in scope, but even so, the actions of mighty champions can still resonate through history. In this time of uncertainty, such figures are on the move in great abundance; it seems that wherever one travels, champions are rising in response to the Era of the Beast and the Shudderblight, either looking to spread ruin or to stand against it. Whatever their purpose, they are the fulcrums around which fate turns. Yet the more these champions travel, the more vulnerable they are to the predations of their enemies. One such figure and their entourage now find themselves the targets of an ambush, set upon as they travel to the stronghold of a powerful ally who is currently under siege. They could stay and fight in an attempt to drive off their attackers, yet it is more important that they break through the enemy and press on to their destination - all the while remaining alive...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the escort and which is the ambusher. If the escort has a Harbinger HERO in their army, that HERO is the envoy. Otherwise, the escort must pick 1 HERO in their army to be the envoy.

THE BATTLEFIELD
The ambusher sets up the battlefield and then the envoy chooses which long edge of the battlefield is the northern edge.

FACTION TERRAIN
The ambusher can set up a faction terrain feature.

DEPLOYMENT
The escort sets up their army first, wholly within their territory and more than 12" from enemy territory. Then, the ambusher sets up their army wholly within their territory.

FIRST TURN
The ambusher decides which player takes the first turn in the first battle round.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

LEAVING THE BATTLEFIELD
At the end of each battle round, if the envoy is within 1" of the edge of the battlefield opposite their territory and more than 3" from all enemy units, they can leave the battle. If they do so, the battle ends immediately.

GLORIOUS VICTORY
If the envoy has left the battlefield, the escort immediately wins a major victory.

If the envoy is destroyed, the ambusher immediately wins a major victory. Otherwise, when the battle ends:

  • If the envoy is more than 3" from all enemy units, the escort wins a minor victory.

  • If the envoy is within 3" of any enemy units, the ambusher wins a minor victory.

BONUS RENOWN
Escort: If the envoy left the battlefield, they gain D3 renown points.

Ambusher: If a friendly unit destroyed the envoy, that unit gains D3 renown points.

Battleplan

Go for the Throat
 6

Through guile, treachery or bloody-handed marauding, a powerful force in the local region has discovered a critical weakness in the defences of a long-time enemy. It may be some old arcane totem whose power the foe is unprepared to deal with, a hidden entrance to some buried cavern network, or a hairline weakness in a fortress’s defences. Only by moving swiftly will they be able to capitalise on this golden opportunity. However, their prey is not blind to the danger bearing down upon them. Though they may not know exactly what it is their aggressors seek, they know that a formidable assault is coming. All that remains to be seen is whether their commanders can successfully intuit the approaching enemy’s intent - and do so quickly enough to be able to turn the tables...

THE ARMIES
Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender.

THE BATTLEFIELD
The defender sets up the battlefield. First, they set up objectives as shown on the map. Then, they set up the minimum recommended number of terrain features. Each terrain feature must be wholly within the attacker’s territory or neutral territory, more than 3" from the battlefield edge, more than 6" from the defender’s territory and more than 9" from all other terrain features.

Then the defender sets up a minimum of 3 terrain features (but otherwise as many terrain features as they wish) wholly within their territory. After the terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

Finally, the attacker must decide which objective - A, B or C - is the weak point, and record this information on a piece of paper.

FACTION TERRAIN
The defender can set up a faction terrain feature.

DEPLOYMENT
The defender sets up their army first, wholly within their territory. Then, the attacker sets up their army wholly within their territory.

FIRST TURN
The attacker decides which player takes the first turn in the first battle round.

BATTLE LENGTH
The battle lasts for 4 battle rounds.

GLORIOUS VICTORY
When the battle ends:
  • The attacker must reveal which objective was the weak point.

  • If the attacker controls the weak point objective and that objective is not contested by any enemy units, they win a major victory.

  • If the attacker controls the weak point objective and that objective is contested by any enemy units, they win a minor victory.

  • If the defender controls the weak point objective and that objective is not contested by any enemy units, they win a major victory.

  • Otherwise, the defender wins a minor victory.

BONUS RENOWN
Each unit contesting the weak point objective gains 1 renown point.

1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
Alternating Deployment
If a battleplan says that the players use alternating deployment, then the players alternate setting 1 unit at a time. The players continue to set up their units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.

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