This battlepack presents this season’s rules for playing Pitched Battles as part of a matched play event. Each season we will provide a new set of rules that includes an exclusive setting for your battles to take place in, new grand strategies, battle tactics, realm rules and battleplans. This season is set in Gallet, the Splintered Land.
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![]() | Expansion | 3 | February 2023 |
Q: | If I add units to a Pitched Battle army after a battle has started, can I do so in excess of any limits that apply? For example, could I summon extra Behemoths if my army already included the maximum number it can take? |
A: | The limits on the number of Leaders, Artillery units and Behemoths only apply when you are picking your army, so you can ignore these limits when you add these kinds of units to your army. The limit on Unique units still applies, however (you can never have more than 1 of the same type of Unique unit in your army). |
Q: | If a Pitched Battle profile for a unit appears in the most recent General’s Handbook, can I use that unit in Pitched Battles even if that unit is not listed in the table of a specific faction? |
A: | Yes. |
Q: | If I have multiple abilities and other effects to be applied at the start of my hero phase, can I apply them before I pick my battle tactic? |
A: | Yes. |
Q: | Can I gain control of multiple objectives in ‘The Lurkers Below’ in the same turn? |
A: | No. |
Q: | Can I set up faction terrain features in the ‘Battlelines Drawn’ battleplan? |
A: | Yes. The quarters of the battlefield in this battleplan are only treated as objectives and do not prevent you from setting up models or terrain features. |
Q: | Can I set up gravesites using the Soulblight Gravelords battle trait ‘The Unquiet Dead’ in the ‘Battlelines Drawn’ battleplan? |
A: | Yes, see above. |
Q: | If I add a unit to my army after the battle begins, and that unit has the Battleline battlefield role, does that unit count as a Battleline unit for the purposes of rules, battle tactics and grand strategies? |
A: | Yes. |
Q: | Could you use the ‘Tunnel Master’ Aspect of the Champion instead of making a normal move that takes place during a different phase, for instance, when using the Mighty Destroyers battle trait to make a normal move in the hero phase? |
A: | Yes. |
Q: | Does the Shrines of Conquest rule in the ‘Only the Worthy’ battleplan apply to contesting terrain features? |
A: | No. |
Q: | If an effect would increase the Wounds characteristic of a GALLETIAN CHAMPIONS unit above the required threshold, does that unit lose the GALLETIAN CHAMPIONS keyword? |
A: | No. |
Q: | Does ‘Fuelled by Ghurish Rage’ count as a ward save? |
A: | Yes. |
Q: | If a Slaves to Darkness player chooses the Daemonhood effect for the Dark Apotheosis result on the Eye of the Gods table and the HERO is a GALLETIAN CHAMPION, does the Daemon Prince added to their army gain the GALLETIAN CHAMPION keyword? Could that Daemon Prince use an Aspect of the Champion enhancement that the HERO had? |
A: | No, the Daemon Prince would not gain the GALLETIAN CHAMPION keyword. While the Daemon Prince would gain the Aspect of the Champion enhancement that the HERO had, it would not be able to use it as it lacks the GALLETIAN CHAMPION keyword. |
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See Pitched Battle Publications 2022-23 - Season 2 for a list of publications whose rules you are allowed to use when picking your army. | ||
Remember that allied units are ignored when determining if the units in the army are from a single faction (core rules, 27.1). | ||
Some events will have battlefields with terrain features that have been set up before both players arrive at the table, or the position of terrain features may have been predetermined by a third party. If this is the case, the players roll off to determine who is the attacker and defender as normal, with the attacker picking the territory in which they wish to deploy and setting up the first unit. If a faction terrain feature must be set up before any other terrain features and the battlefield has already been set up by a third party, set up that faction terrain feature before territories are determined. | ||
The following realm rules continue to explore what it is like to fight in the hellish environments of Gallet. In such grim conditions, those leaders who stand shoulder to shoulder with their comrades will rise to the fore, anchoring their battlelines and ensuring victory is achieved at any cost.
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You can include any of the following core battalions in your army in addition to those found in the core rules and other publications. In addition, you cannot include the same core battalion from those shown below more than once in your army.
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RELICS OF GALLET GALLETIAN CHAMPION only.
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ASPECTS OF THE CHAMPION GALLETIAN CHAMPION only.
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At the conclusion of a Pitched Battle, the player who has scored the most victory points is declared the winner. Victory points can be achieved in a variety of different ways, so it is vital to be able to track the methods by which victory points are attained and the number of victory points scored by a player. We have provided a scoring sheet template, opposite, so that you can effectively track the progress of your battles.
Battleplan 1 (TABLE 1) The Prize of Gallet![]() In Gallet, tectonic shifts and the mysterious creators of the tunnels beneath its surface have exposed many rich deposits of amberbone. Claim these nodes for yourself whilst denying them to the foe. 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 recommended number of terrain features shown on the Pitched Battles table.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.AMBERBONE DEPOSITS In this battle, victory points scored for objectives you control can only be scored if the objective has been activated. At the start of each battle round, after the players have determined who will take the first turn, the player who will take the second turn must pick 1 objective on the battlefield to be activated.Activated objectives remain activated for the rest of the battle. In addition, the objectives on the border of a player’s territory cannot be activated until the start of the second battle round. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one activated objective. - Score 1 victory point if you control two or more activated objectives. - Score 1 victory point if you control more activated objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 2 (TABLE 1) The Realmstone Cache![]() Alarielle’s great Rite of Life has stirred the Realm of Beasts, such that the lands themselves seem to shift and growl with predatory urges. In these times, the power of amberbone appears to have grown even more potent, rendering the most concentrated nodes of the realmstone quite volatile... 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 recommended number of terrain features shown on the Pitched Battles table.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.UNSTABLE REALMSTONE At the start of the third battle round, before determining who will take the first turn, the Realmstone Cache detonates and scatters fragments of realmstone across the battlefield. The defender must remove the objective at the centre of the battlefield and roll a dice. The roll determines the locations of the scattered fragments. Place 2 new objectives on the battlefield in the locations determined by the roll.Designer’s Note: The locations of the scattered fragments do not change, even if the objective at the centre of the battlefield is moved to a different location before the cache detonates. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 3 (TABLE 1) Battlelines Drawn![]() In this enclosed space, each side must form a line of battle whilst seeking to collapse that of their opponent. There is no opportunity for a surprise attack; victory will be decided at the front ranks. 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 recommended number of terrain features shown on the Pitched Battles table.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 and more than 9" from enemy territory.HOLD FAST In this battle, the players fight for control of the 4 quarters of the battlefield instead of objectives. Each quarter is controlled in the same manner as an objective (core rules, 18.1.1), except that models must be wholly within a quarter to be able to contest it. In addition, each quarter counts as an objective for the purposes of grand strategies and battle tactics.If you need to measure distances to and from objectives for any other reason, measure to and from the centre of the battlefield quarter. Designer’s Note: While contested and controlled in the same manner as objectives, the table quarters are not considered to be objectives for the purposes of the effects of abilities. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one quarter of the battlefield. - Score 1 victory point if you control two or more quarters of the battlefield. - Score 1 victory point if you control more quarters of the battlefield than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 4 (TABLE 1) The Lurkers Below![]() The path to victory in this place is infested with scuttling predators that prowl the shadows. You must either cull them or drive them off before you make progress, lest you leave your rear lines vulnerable as you advance. 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 recommended number of terrain features shown on the Pitched Battles table.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. CONQUEROR’S MOMENTUM In this battle, you must control the objective on the border of your territory before you can contest the objective at the centre of the battlefield. In addition, you must control the objective at the centre of the battlefield before you can contest the objective on the border of your opponent’s territory.DEADLY DENIZENS Objectives cannot be controlled in the first battle round.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY Starting from the third battle round, a player immediately wins a major victory if they control all of the objectives on the battlefield.If neither player has won a major victory by the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 5 (TABLE 1) In the Presence of Idols![]() Famed warriors march to war on both sides this day, acting as anchors in their respective battlelines. However, their martial pride drives them to square off against one another in an attempt to assert dominance. These clashes between champions could prove crucial in determining the outcome of this engagement. 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 recommended number of terrain features shown on the Pitched Battles table.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 and more than 9" from their opponent’s territory.INSPIRING ICONS After deployment but before determining who will take the first turn in the first battle round, each player must pick 3 different friendly units on the battlefield, starting with the attacker. The units each player picks are their idol units for the battle. LORD KROAK and INCARNATE units cannot be picked as idol units.Halve the number of models that flee due to a failed battleshock test (rounding down) while their unit is wholly within 6" of any idol units in their army. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 1 victory point for each enemy idol unit that was destroyed by a friendly idol unit during that turn. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 6 (TABLE 1) The Nidus Paths![]() This area is riddled with tunnels and holes, as though it were the hive of some colony of monstrous insects. Right now, pondering what may have created them will do you no good, for the enemy approaches. However, these twisted paths might well provide the perfect opportunity to launch a surprise attack... 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 recommended number of terrain features shown on the Pitched Battles table.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 and more than 9" from their opponent’s territory.THE NIDUS PATH The battlefield hosts 4 tunnels called nidus paths. Each nidus path is located at a corner of the battlefield edge as shown on the map.At the end of their movement phase, players can pick 1 friendly unit wholly within 6" of a nidus path. If they do so, they must remove that unit from the battlefield and set it up again wholly within 6" of that nidus path’s twin, more than 9" from all enemy units. For example, if a unit is removed from the battlefield via nidus path B in the top-left corner of the map, that unit must be set up again wholly within 6" of nidus path B in the bottom-right corner of the map. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 1 (TABLE 2) Only the Worthy![]() Sometimes, the day is carried by the example of a handful of individuals possessed of a rare clarity of purpose. 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 recommended number of terrain features shown on the Pitched Battles table.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 and more than 9" from enemy territory.SHRINES OF CONQUEST While there are any GALLETIAN CHAMPIONS within 6" of an objective, only GALLETIAN CHAMPIONS can contest that objective. In addition, no more than 1 GALLETIAN CHAMPION from the same army can contest the same objective at the same time.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 3 (TABLE 2) The Jaws of Gallet![]() In Ghur, the land itself is possessed of a hungry animus. This is particularly evident in Gallet, where sinkholes open up with perilous frequency, swallowing in moments assets that had been acquired at a steep cost in blood. 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 recommended number of terrain features shown on the Pitched Battles table.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 and more than 9" from enemy territory.SWALLOWED BY THE CAVERNS At the start of each battle round after the first, after priority has been determined, the player taking the second turn in that battle round can pick 1 objective on the battlefield to be swallowed by the caverns below. If they do so, that objective is removed from play.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 4 (TABLE 2) Ours for the Taking![]() A great prize in enemy territory lies tantalisingly close; however, your own resources are equally exposed. You must focus your efforts on protecting what’s yours while pushing to seize the valuables of the foe. A capable leader centrally positioned would be a boon in such a confrontation, as they would provide an anchor for the simultaneous offensive and defence. 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 recommended number of terrain features shown on the Pitched Battles table.HOME OBJECTIVES The objective on the border of each territory is the home objective of the relevant player.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 your home objective. - Score 1 victory point if you control the centre objective. - Score 2 victory points if you control the enemy’s home objective. - Score 1 victory point if you control the centre objective and that objective is contested by a friendly GALLETIAN CHAMPION. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 5 (TABLE 2) Twists and Turns![]() Molten amberbone bubbles up from fissures in this location, though the precise moment at which this phenomenon occurs is anyone’s guess. One can only wait for the distinctive rumbling sounds that precede the effusion of the precious resource and then rush to gather it. 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 recommended number of terrain features shown on the Pitched Battles table.OBJECTIVES The objectives used for this battle are either active or inactive. At the start of the battle, all objectives are active.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 and more than 9" from enemy territory.CHANGING PRIORITIES At the end of each player’s turn, after any victory points have been scored, the player whose turn is taking place must roll a dice for each active objective they control. Add 1 to the roll if that objective is contested by any friendly GALLETIAN CHAMPIONS. On a 1-3, that objective becomes inactive. On a 4+, it remains active.At the start of each player’s hero phase, the player whose turn is taking place rolls a dice for each inactive objective they control. On a 1-3, it remains inactive. Add 1 to the roll if that inactive objective is contested by any friendly GALLETIAN CHAMPIONS. On a 4+, it becomes active once more. VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one active objective. - Score 1 victory point if you control two or more active objectives. - Score 1 victory point if you control more active objectives than your opponent. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Battleplan 6 (TABLE 2) Position Over Power![]() Chunks of amberbone have been exposed in the walls of this canyon by a recent tectonic disturbance, but your advisors have warned that they will soon be swallowed up by the hungry bedrock of Gallet. You must dispatch capable leaders to secure what they can from these sites before the land reclaims them. 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 recommended number of terrain features shown on the Pitched Battles table.OBJECTIVES The objectives at the centre of each narrow battlefield edge are the flank objectives.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 and more than 9" from enemy territory.LOST IN THE LANDSLIDE At the start of the fourth battle round, the flank objectives are removed from play.VICTORY POINTS Each player scores victory points at the end of each of their turns as follows:- Score 1 victory point if you control at least one objective. - Score 1 victory point if you control two or more objectives. - Score 1 victory point if you control more objectives than your opponent. - Score 1 victory point if you control any flank objectives that are contested by a friendly GALLETIAN CHAMPION. - Score 2 victory points if you completed the battle tactic you picked that turn. GRAND STRATEGY Each player scores 3 victory points at the end of the battle if they completed their grand strategy.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 the players are tied on victory points at the end of the battle, then the player who completed the most battle tactics wins a minor victory. If both players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins a minor victory. If both players or neither player completed their grand strategy, the battle is a draw. ![]() | ||
Tunnel Master
The twisting tunnels of Gallet are well known to this champion, who expertly navigates the darkness to outmanoeuvre their enemies.Once per battle, instead of picking this GALLETIAN CHAMPION to make a normal move, you can remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
Fuelled by Ghurish Rage
Many have tried and failed to best this champion, only to awaken the raging beast that stirs within their soul.Once per battle, before you allocate a wound or mortal wound to this GALLETIAN CHAMPION and that wound or mortal wound would cause it to be slain, you can roll a dice. On a 3+, that wound or mortal wound is negated, you can heal up to D3 wounds allocated to it and any wounds that currently remain to be allocated to it are negated.
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). | ||
You do not have to pick a target for a charge attempt before making the charge roll. | ||
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 LORD KROAK keyword is used in the following Seraphon warscrolls:
The INCARNATE keyword is used in the following Incarnates 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. | ||
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