Archaon the Everchosen has claimed dominion over the Eightpoints ever since his triumph in the Age of Chaos, assigning warlords to rule with an iron fist over its nightmarish wilds and its vital, realm-spanning arcways. Now that supremacy will be challenged like never before, for an ancient and deathless power is rising in the realms...
The following rules can be used for battles fought in the island sub-realm of the Eightpoints. These rules work especially well for battles that include Roaming Monsters and wandering endless spells.
REALMSCAPE FEATURES If a battle takes place in this region, the player who picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
| ||||||||||||||||
Battleplan The Fall of KarheightAs the defenders of Karheight witness waves of undead warriors shambling through the Shyish arcway, they realise that they are looking upon slain comrades, raised from the dead by necromantic magic. This unnerving discovery is accompanied by the howling of Nighthaunt spectres as they flood through the immense Realmgate, their focus on the destruction of every mortal in their path. SIEGE WARFARE Use the Siege Warfare rules.THE ARMIES Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.After the Defender has picked their army, they must split it into two contingents: the bastion and the garrison. There must be at least 1 unit in the garrison for every unit in the bastion (the army general can be in either contingent). OBJECTIVES Set up 2 objectives as shown on the map. One objective is located in the centre of the garrison area, and the other is located in the centre of the Defender’s territory.SET-UP The Defender sets up their army first. They can only set up units from their bastion. Garrison units start the battle in reserve and will arrive during the battle (see The Garrison).The Defender must set up their units anywhere wholly within their territory. The Attacker must then set up their army wholly within their territory, more than 6" from the Defender’s territory. The territories are shown on the map. THE GARRISON Karheight’s warriors rush to defend the barricades.Starting from the second battle round, at the start of their movement phase, the Defender rolls a dice for each of their garrison units. On a 5+, that unit arrives on the battlefield. All of the models in that unit must be set up within 6" of the battlefield edge, wholly within the garrison area 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 garrison unit will arrive. WAVES FROM THE ARCWAY Deathly energies spill from the Shyish arcway.At the end of each battle round, the Attacker can call for additional troops and roll a dice. On a 4+, 1 unit will arrive on the battlefield. The Attacker adds either 1 unit of 2 or more models with a combined Wounds characteristic of 10 or less or 1 HERO or MONSTER with a Wounds characteristic of 8 or less to their army. Any units that arrive must be set up within 6" of the battlefield edge, wholly within the Attacker’s territory and more than 9" from any enemy units. BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY If one player controls both objectives at the end of the battle, that player wins a major victory. If the Defender controls 1 objective at the end of the battle, they win a minor victory. Any other result is a draw. | ||
Battleplan Deathly PursuitUnable to withstand the Legion of Grief ’s ferocious assault, the defenders of Karheight are forced to fall back across the Corpse Wastes. Contingents of Nighthaunts are dispatched to scythe down the leaders of the retreating Chaos forces in order to prevent the hordes from regrouping. THE ARMIES Each player picks an army as described in the core rules. One player is the Survivors player. Their opponent is the Pursuer.SET-UP The Survivors player must pick 1 HERO from their army to be the Quarry, who will start the battle in reserve. The Quarry cannot be set up on the battlefield until their location has been revealed (see Find the Quarry).The players alternate setting up units one at a time, starting with the Survivors player. Players must set up units wholly within their own territory, more than 12" from enemy territory. The territories are shown on the map. 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. FIND THE QUARRY The Nighthaunts’ prey has taken shelter amongst the ruins of the Corpse Wastes. They must be rooted out and slain.There are 3 points on the battlefield marked as hiding places. At the start of the Pursuer’s hero phase, 1 friendly HERO within 1" of a hiding place can search it to see if they can find the Quarry. To do so, roll a dice. On a 6, that hiding place is revealed to be the location of the Quarry and all other hiding places must be removed from the battlefield. Otherwise, the Quarry is not found and that hiding place must be removed from the battlefield. If, at any point, 2 hiding places have been searched and the Quarry has not been found, the last remaining hiding place is revealed to be the Quarry’s location. If, by the start of the fifth battle round, the hiding place of the Quarry has still not been revealed, the players roll off (before any endless spells are moved). Starting with the player who won the roll-off, the players alternate removing hiding places from the battlefield, one at a time, until one remains. The remaining hiding place is revealed to be the Quarry’s location. Once the hiding place of the Quarry is revealed, the model must be set up within 9" of the hiding place and more than 3" away from any enemy units. BATTLE LENGTH The battle lasts until a player wins a major victory or for 5 battle rounds, whichever happens first.GLORIOUS VICTORY If the Quarry has not been slain at the end of the battle, the Survivors player wins a major victory.If the Quarry is slain before the end of the fifth battle round, the Pursuer wins a major victory. | ||
Battleplan The Forest of EyesThe Forest of Eyes is populated by millions of scuttling eightlegged horrors known as souleater spiders, creatures that feed not on flesh but on the spirit essence of their victims. Even as the armies of Chaos and Death battle for control of the cursed wood, more of these hideous arachnids swarm around them... OBJECTIVES Set up 3 objectives as shown on the map.SET-UP The players roll off, and the winner decides which territory each side will use. The territories are shown on the map. The players then alternate setting up units one at a time, starting with the player who won the roll-off. Players must set up units wholly within their own 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. INFESTED OBJECTIVES Souleater spiders spill from the corrupted earth in great swarms, falling over any who disturb them.The value of the objectives changes in each battle round to represent the infestation of souleater spiders in the forest. At the start of each battle round, before determining which player has the first turn, the players roll off to determine which objective is infested with souleater spiders. The player who won the roll-off then rolls a dice. On a 1 or 2, objective 1 is infested; on a 3 or 4, objective 2 is infested; and on a 5 or 6, objective 3 is infested. After determining which objective is infested, the player who won the roll-off then rolls 2D6 for each unit within 9" of the infested objective. If the roll is equal to or greater than the Bravery characteristic of that unit, that unit suffers D3 mortal wounds. BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY If one player has 1 to 4 more victory points than their opponent, they win a minor victory.If one player has 5 or more victory points than their opponent, they win a major victory. Any other result is a draw. VICTORY POINTS At the end of each battle round, the player controlling the infested objective scores 3 victory points.If neither player controls the infested objective, the player controlling the most objectives scores 2 victory points. If neither player controls the infested objective and both players control an equal number of objectives, each player scores 1 victory point. | ||
Battleplan Bridge of Molten ScreamsThe invaders push forward across a vital pathway known as the Bridge of Molten Screams, which stands guard over a river whose waters are composed of the tortured essences of the Everchosen’s countless victims. THE ARMIES Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.OBJECTIVES Set up 1 objective as shown on the map.SET-UP The players alternate setting up units one at a time, starting with the player who won the roll-off. Players must set up units wholly within their own territory. The territories are shown on the map.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. LONG WAY DOWN Far beneath the bridge rushes and roars a great river of tormented souls.In this battle, the battlefield is divided into different sections to represent the bridge upon which the battle is fought. Units that cannot fly cannot move into the areas marked on the map as ‘The Depths Below’. COMMAND ABILITY The Defender can use the following extra command ability in this battle.Defiant Until the Last: Stubborn is too kind a word to describe these grizzled warriors. You can use this command ability in your hero phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Until the start of your next hero phase, you can re-roll save rolls for attacks that target that unit. In addition, do not take battleshock tests for that unit until the start of your next hero phase. CEASELESS ASSAULT The deadly momentum of the Ossiarch assault does not relent.At the end of each battle round, the Attacker can call for additional troops and roll a dice. On a 5+, 1 unit will arrive on the battlefield. The Attacker adds either 1 unit of 2 or more models with a combined Wounds characteristic of 10 or less or 1 HERO or MONSTER with a Wounds characteristic of 8 or less to their army. Any units that arrive must be set up within 6" of the battlefield edge, wholly within the Attacker’s territory as shown on the map and more than 9" from any enemy units. BATTLE LENGTH The battle lasts for 4 battle rounds.GLORIOUS VICTORY The player with the most victory points at the end of the fourth battle round wins a major victory. If the players are tied on victory points at the end of the battle, the player with the most models within 6" of the objective wins a minor victory. Otherwise, the battle is a draw.VICTORY POINTS At the end of each of their turns, the player controlling the objective scores a number of victory points equal to the number of the current battle round. For example, if a player controls the objective at the end of their turn in the third battle round, they score 3 victory points. | ||
Battleplan The Battle of Haradh’s TormentAn invading army has identified an ideal location from which to spring an ambush upon their foes. As the attackers march through the pass of Haradh’s Torment, they fall victim to relentless volleys from enemy war machines. They must force a breach in their foe’s line – or face obliteration. THE ARMIES Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.OBJECTIVES Set up 1 objective as shown on the map.SET-UP The players alternate setting up units one at a time, starting with the player who won the roll-off. Players must set up units wholly within their own territory, more than 12" from enemy territory. The territories are shown on the map.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. VALLEY OF DEATH The attacking army must traverse a narrow mountain pass, restricting their movement.In this battle, the battlefield is divided into different sections to represent the narrow pass of Haradh’s Torment. Units cannot move into the areas marked on the map as ‘Impassable Terrain’. COMMAND ABILITIES The following additional command abilities can be used in this battle:Pinning Volleys: The defenders make use of the terrain’s bottleneck and strategically placed war machines to overwhelm the foe with merciless volleys. The Defender can use this command ability in their shooting phase. If they do so, they can pick up to D3 enemy units on the battlefield and roll a dice for each unit. On a 4+, that unit suffers D3 mortal wounds. We Must Break Through!: Desperation forces the attacking army to overcome insurmountable odds to defeat the foe. The Attacker can use this command ability once per turn in their hero phase. If they do so, they can pick 1 friendly unit within 12" of a friendly HERO. That unit can make a normal move, but it cannot run. BATTLE LENGTH The battle lasts until a player wins a major victory or for 4 battle rounds, whichever happens first.GLORIOUS VICTORY The Defender wins a major victory if the attacking army is destroyed before the battle ends. The Defender wins a minor victory if there are no enemy units wholly within 12" of the objective at the end of the battle.The Attacker wins a major victory if they control the objective at the end of the battle. The Attacker wins a minor victory if there are 3 or more friendly units wholly within 12" of the objective at the end of the battle. If none of the above conditions have been met at the end of the battle, the battle is a draw. | ||
Battleplan Assault on the Arx TerminusPlaying into Katakros’ hands, an army of the Eightpoints mounts a desperate attack against the formidable Arx Terminus. Bombarded by siege engines and enemy missiles, they must push on and secure the walls, opening a path for their fellow warriors. SIEGE WARFARE Use the Siege Warfare rules.THE ARMIES Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.THE BATTLEFIELD The Attacker picks 3 different terrain features in the Defender’s territory to be siege targets.Next, the Defender secretly picks 3 different terrain features anywhere on the battlefield to be treacherous defences. SET-UP The Defender sets up their army first. The Defender must set up their units anywhere wholly within their territory. The Attacker must then set up their army wholly within their territory. The territories are shown on the map.SIEGE TARGETS The besiegers attempt to destroy the fortress’s deadly artillery and force breaches along its great walls.A player controls a siege target when the terrain feature is garrisoned by friendly units. TREACHEROUS DEFENCES The fortifications of the Arx Terminus have been erected with cruel cunning to punish those who lay siege to it.If an enemy unit finishes any move within 1" of a treacherous defence, the Defender can reveal that terrain feature to be a treacherous defence. If they do so, they must roll a dice for each enemy unit within 6" of that terrain feature. On a 4+, that unit suffers D3 mortal wounds. In addition, halve the Move characteristic of that unit until the end of the battle round. BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The Attacker wins a major victory if they control all 3 siege targets at the end of the battle.The Defender wins a major victory if the Attacker controls 1 or none of the siege targets at the end of the battle. If the Attacker controls 2 siege targets at the end of the battle, the battle is a draw. | ||
Battleplan Angazkul-GrendThe forge-city of Angazkul-Grend is a sprawling centre of infernal industry. Its cursed factories arm the hordes of the Everchosen and provide daemonic siege engines for Archaon’s ceaseless wars. By smashing the forge-city to rubble, Mortarch Katakros plans to deny his enemy a potent source of weaponry and armour. THE ARMIES Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.OBJECTIVES Set up 3 objectives as shown on the map. These will be referred to as ‘Daemon Forges’.SET-UP The players alternate setting up units one at a time, starting with the player that won the roll-off. Players must set up units wholly within their own territory, more than 12" from enemy territory. The territories are shown on the map.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. REINFORCEMENTS A centre of nightmarish industry for Archaon’s legions, Angazkul-Grend is home to multitudes of daemonic nightmares.At the end of each battle round, the Defender can call for additional troops and roll a dice. Add 1 to the roll for each Daemon Forge that the Defender controls. On a 5+, 1 unit will arrive on the battlefield. The Defender adds either 1 unit of 2 or more models with a combined Wounds characteristic of 10 or less or 1 HERO or MONSTER with a Wounds characteristic of 8 or less to their army. Any units that arrive must be set up within 6" of the battlefield edge, wholly within the Defender’s territory as shown on the map and more than 9" from any enemy units. DAEMON FORGES The smoke-spewing infernal forges of Angazkul-Grend conceal many threats.If the Attacker controls any Daemon Forges at the end of a battle round, those Daemon Forges are razed and removed from the battlefield. Each time a Daemon Forge is razed, the Attacker can return D3 slain models to each friendly unit on the battlefield. Set up any returned models within 1" of the friendly unit and more than 3" from any enemy models. BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY If the Defender controls 2 or more objectives at the end of the battle, they win a major victory.If the Attacker has razed 2 or more objectives at the end of the battle, they win a major victory. Otherwise, the battle is a draw. | ||
Battleplan The Fate of the EightpointsThe threat of Mortarch Katakros has driven Archaon to set aside his campaigns of ruin. He has returned to the Varanspire to drive the enemy from his seat of power, the full might of the Dark Gods at his back. At the climactic moments of their first, fateful encounter, these military savants engage in single combat while their warriors kill and die around them. THE ARMIES Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Invader. Their opponent is the Defender.SET-UP The players alternate setting up units one at a time, starting with the player who won the roll-off. Players must set up units wholly within their own territory, more than 6" from enemy territory and more than 6" from the area marked as ‘Locked in Combat’. The territories and areas are shown on the map.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. LOCKED IN COMBAT As the battle rages around them, the tyrants meet in single combat.After armies have been set up, each player must pick 1 friendly HERO to be their champion for the battle. If either player’s champion has a Wounds characteristic of 19 or less, that champion is treated as having a Wounds characteristic of 20 for this battle. Set up both champions within 3" of each other at the centre of the Locked in Combat area. Only the champions can enter that area. In addition, the champions cannot be picked to be the target of spells, abilities, command abilities or attacks of any kind (friend or foe) made by any unit other than themselves or the enemy champion. CHAMPIONS’ ABILITY Both champions gain the following ability:Too Much to Lose: With the weight of the realm on their shoulders, neither champion will easily suffer defeat. Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated. In addition, if a rule for an ability or spell would cause either champion to be slain, that champion suffers D6 mortal wounds instead. THE FINAL RECKONING Each warlord knows that all will be decided by this final, climactic battle.At the end of each battle round, each player adds up the Wounds characteristics of all enemy models that were slain during that battle round. The player with the higher total can heal D3 wounds allocated to their champion. BATTLE LENGTH The battle ends when one of the champions is slain.GLORIOUS VICTORY The Defender wins a major victory if the Invader’s champion is slain. The Invader wins a major victory if the Defender’s champion is slain. If both champions are slain at the same time, the battle is a draw. | ||
Ever since the dawn of the Arcanum Optimar, when the arcane laws of the cosmos were thrown into disarray, the realms have been plagued by eruptions of rogue magic – gatherings of sentient spells that sweep across the land in hunting packs, devouring or incinerating everything in their path.
Q: | If I roll ‘Unleashed Power’ on the behaviour table for a wandering endless spell, is that endless spell removed from the battlefield after the effects of that roll have been resolved? |
A: | Yes. |
|
|
The Mortal Realms are home to all kinds of terrible abominations, beings twisted by magic or corruption into hideous, predatory forms. Such creatures know no allegiance beyond their own ravening hunger, and their appearance upon the battlefield heralds a bloodbath of terrible proportions.
|
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. | ||
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. | ||
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). | ||