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Book | Kind | Edition | Last update | |
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![]() | Expansion | 3 | June 2023 | |
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![]() | Expansion | 3 | February 2024 | |
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![]() | Expansion | 3 | April 2024 |
Q: | When applying the effect of the Smash It All to Bits battle trait, if a unit has some but not all of its models on a sundered terrain feature, when setting up the models again, do I only set up the models that were on the sundered terrain feature or do I set up all of the models in that unit (including models that were not on that terrain feature)? |
A: | Only the models that were on that terrain feature. Normal coherency rules still apply. |
Q: | Can Kragnos be included in a Destruction army of renown such as a Grunta Stampede army or a King Brodd’s Stomp army? |
A: | No. |
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 allow 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.
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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.
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QUEST 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 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. | ||
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Battleplan Staging Ground![]() 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:
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Battleplan Battle for the Pass![]() 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:
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.
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Battleplan Nexus of Power![]() 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.
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Battleplan Brutal Interception![]() 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:
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Battleplan Agents of Fate![]() 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:
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Battleplan Go for the Throat![]() 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:
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Welcome to the rules section of Dawnbringers Book II: Reign of the Brute. Here you will find the warscrolls for a host of new units, as well as rules for armies of renown: themed armies that use special sets of allegiance abilities. You will also find additional Path to Glory rules for the Cities of Sigmar that allow your army to take part in the Twin-Tailed Crusade in Aqshy and Ghyran.
Welcome to the first chapter of the Twin-Tailed Crusade, a series of rules that allows you to play through a Dawnbringer Crusade as part of your Cities of Sigmar Path to Glory campaign. In this first chapter, you take the helm of either the Aqshian or Ghyranite ventures as they take their first steps into the dangerous wilds beyond Hammerhal. Only with your courage and leadership can these fledgling crusades prevail.
STARTING CRUSADE POINTS If you have already been fighting Path to Glory battles using a Cities of Sigmar Path to Glory army on crusade and have accrues any crusade points, your crusade points are set to 0 at the start of this campaign. | ||
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Aqshian Crusade - Battleplan 1 The CinderstormThe enemy attacks your vulnerable munitions transports, setting them aflame. Repel the foe and douse the fires before vital supplies are lost. PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the crusader. Their opponent is the attacker.THE BATTLEFIELD Place tokens in the locations shown on the map to represent the supply carts. Then 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 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.DEPLOYMENT The attacker sets up their army first, wholly within their territory and more than 6" from enemy territory. Then the crusader does the same.FIRST TURN The attacker takes the first turn in the first battle round.BURNING SUPPLY CARTS Units in the attacker’s army treat the supply carts as enemy models and can attack them with melee weapons (they are not affected by spells or abilities). The supply carts are considered to have a Wounds characteristic of 10 and a Save characteristic of 4+. A supply cart is destroyed when 10 wounds have been allocated to it.RACE AGAINST TIME At the end of the crusader’s movement phase, if any of their units are within 1" of a supply cart, you can say that they will attempt to extinguish the fires set upon it. if you do so, roll a dice. On a 4+, the fires on that supply cart have been extinguished. However, units in the crusader’s army within 1" of that supply cart cannot make pile in moves in that turn.THE FIRE RISES At the end of each battle round, the attacker rolls a dice for each supply cart on the battlefield whose fires have not been extinguished to determine the damage caused to it by the fires. On a 2+, allocate D3 wounds to that supply cart.BATTLE LENGTH The battle lasts for 5 battle rounds or until all of the supply carts have been destroyed.GLORIOUS VICTORY If all of the supply carts have been destroyed, the battle ends immediately and the attacker wins a major victory.If 3 supply carts have been destroyed when the battle ends, the attacker wins a minor victory. If none of the supply carts have been destroyed when the battle ends, the crusader wins a major victory. If 1-2 supply carts have been destroyed when the battle ends, the crusader wins a minor victory. ![]() | ||
Aqshian Crusade - Battleplan 2 Carve a PathThe Aqshian wilderness is filled with raiders and head-takers who lurk in wait for the chance to spill Dawnbringer blood. One such host of killers has laid an ambush for your warriors, hoping to separate them from the rest of The crusade force and annihilate them. You must lead a death-defying charge through the jaws of this trap and exploit the foe’s overconfidence, thereby earning another glorious victory for the Twin-Tailed Crusade. PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the crusader. Their opponent is the trap master.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 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 Faction terrain features are not used in this battle.DEPLOYMENT The territories for the battle are shown on the map below. The players alternate setting up units one at a time, starting with the trap master. Each player must set up their units wholly within their territory.FIRST TURN The trap master chooses which player takes the first turn in the first battle round.CARVE A PATH In this battle, the players fight for control of the small quarters of the battlefield (core rules, 28.2.8) instead of objectives. Each small quarter is controlled in the same manner as an objective (core rules, 18.1.1), except that models must be wholly within a small quarter to be able to contest it, and each player can only gain control of 1 small quarter in each of their own turns. In addition, each small quarter counts as an objective for the purposes of abilities.NO WAY THROUGH If a player gains control of a small quarter, that small quarter cannot be controlled by the opposing player for the rest of the battle.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY If a player controls 4 small quarters of the battlefield that are all touching each other short edge to short edge, long edge to long edge or corner to corner across the battlefield in a straight line (as shown on the map), they immediately win a major victory.If neither player has won a major victory when the battle ends, then the player who destroyed the most enemy units wins a minor victory. Any other result is a draw. ![]() | ||
Ghyranite Crusade - Battleplan 1 LifelinesThe Jade Kingdoms are bound together by countless ley lines, invisible patterns of magical energy that radiate soothing life energy. Your crusade has stumbled upon the enemy in the process of corrupting these ley lines by foul means, a tactic that will despoil the verdant landscape of Ghyran and threaten your progress. Such vile sabotage cannot be tolerated. You must destroy these corruptors and ensure their schemes come to naught. PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the crusader. Their opponent is the corrupter.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 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 Faction terrain features are not used in this battle.FIRST TURN The crusader takes the first turn in the first battle round.DEPLOYMENT The corrupter sets up their army first, wholly within their territory and more than 9" from enemy territory. Then the crusader does the same.THE GEOMANTIC LEY LINE In this battle, players fight over the edge of each territory that runs through the centre of the battlefield, hereafter referred to as the ley line. At the end of each battle round, if a player has more models within 1" of the ley line, that player scores 1 victory point.THE LIFELINE At the end of the battleshock phase, each player can heal up to D3 wounds allocated to each friendly unit within 1" of the ley line or, if no wounds have been allocated to that unit, they can return a number of slain models to it that have a combined Wounds characteristic of D3 or less.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 destroyed the most enemy units wins a minor victory. Any other result is a draw. ![]() | ||
Ghyranite Crusade - Battleplan 2 In BloomAs your crusade proceeds across Ghyran, its green-priests and Jade Wizards sow swift-growing seeds into the loam, in order to give rise to crops that can be harvested. Yet the enemy seeks to prevent this process, thereby robbing your tired and hungry soldiers of a vital food source. Send forth your hardiest warriors to clear a path, and ensure that nothing threatens the crusade’s momentum. PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the crusader. Their opponent is the attacker.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 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 Faction terrain features are not used in this battle.DEPLOYMENT The attacker sets up their army first, wholly within their territory and more than 9" from enemy territory. Then the crusader does the same.FIRST TURN The crusader takes the first turn in the first battle round.FERTILE PLAINS In this battle, the players fight for control of the 16 small quarters of the battlefield (core rules, 28.2.8). Each small 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 small quarter counts as an objective for the purposes of abilities.BOUNTIFUL HARVEST At the end of the battle, each player rolls a dice for each small quarter they control and adds the results together. The total is that player’s seedling score.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY The player with the highest seedling score at the end of the battle wins a major victory.If the players’ seedling scores are tied, the player who controls the most small quarters of the battlefield wins a minor victory. If the players are still tied, then the player who destroyed the most enemy units wins a minor victory. Any other result is a draw. ![]() | ||
Story Battleplan 1 Flagship DownAdmiral Khrufin, rising star of Barak-Zilfin, had travelled to Verdia on the Ironclad Grimmbar, intent on trade. Yet his Kharadron privateers instead found themselves attacked by King Brodd’s vast gargant stomp, their flagship smashed from the skies by hurled debris. As Admiral Khrufin tried to salvage his scattered cargo - a shipment of weapons - the Sons of Behemat and their greenskin allies came on, seeking to slay the remaining duardin. Yet with the might of a Grundstok Expeditionary Force at his command, the vengeful Khrufin would not be so easily disposed of. STORY BATTLEPLAN You can use this battleplan if one player is using a Grundstok Expeditionary Force army.THE ARMIES The player with the Grundstok Expeditionary Force army is the defender. Their opponent is the attacker.THE BATTLEFIELD First, place tokens in the locations shown on the map to represent the weapon crates. Then, 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 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 Faction terrain features are not used in this battle.DEPLOYMENT The attacker sets up their army first, wholly within their territory and more than 3" from enemy territory. Then the defender does the same.FIRST TURN The attacker takes the first turn in the first battle round.RETRIEVAL OPERATION At the end of their movement phase, if any units in the defender’s army are within 1" of a weapon crate, they can roll a dice. On a 3+, that cache has been reclaimed and its token is removed from the battlefield. Keep track of the number of weapon crate tokens that have been reclaimed.DESPERATE MEASURES In their shooting phase, the defender can pick 1 friendly unit armed with missile weapons and 1 weapon crate within range of any of those missile weapons. If they do so, that unit cannot make shouting attacks in that phase, but the defender can roll a dice. On a 3+, that weapon crate explodes and each unit within 6" of that token suffers D3+3 mortal wounds. Then, remove that token from the battlefield.INCOMING! At the start of the battle, the attacker can nominate any of their units that are not HEROES or MONSTERS to be horde units. If they do, the attacker uses the following rules:
BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY If the defender has reclaimed 8 or more weapon crates and has 2 or more friendly units wholly within their territory when the battle ends, they win a major victory.If the defender has no friendly units wholly within their territory when the battle ends, the attacker wins a major victory. If neither player wins a major victory when the battle ends, the player who destroyed the most enemy units wins a minor victory. Any other result is a draw. ![]() | ||
Story Battleplan 2 Fort Gardus Must FallKing Brodd has brought death and destruction to the gates of Fort Gardus. The Prophet of Behemat aims to pulverise this monument of the God-King’s faith, and with the fury of Tuskboss Hornsplitta and his grunta-riding orruks on his side, he has all the weapons he needs to crack the Stormkeep open. Yet first Brodd must shatter the spiritual ward which surrounds Fort Gardus, channelling the power of the World Titan to shatter a sacred guardian idol through which it is projected. Lord-Celestant Gardus Steel Soul and his Hallowed Knights soon recognise what Brodd intends, and orders a sally in a desperate attempt to drive the Sons of Behemat back. STORY BATTLEPLAN You can use this battleplan if one player is using a King Brodd’s Stomp army and KING BRODD is included in that army.THE ARMIES The player with the King Brodd’s Stomp army is the attacker. Their opponent is the defender.THE BATTLEFIELD This battle is fought on the grounds surrounding Fort Gardus, and appropriate terrain features should be used to represent this. The defender sets up the battlefield’s terrain features and must set up an appropriate terrain feature in the centre of the battlefield to represent a guardian idol. After terrain features have been set up, starting with the defender, 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 Faction terrain features are not used in this battle.DEPLOYMENT The attacker sets up their army first, wholly within their territory and more than 6" from enemy territory. Then the defender does the same.FIRST TURN The attacker takes the first turn in the first battle round.CHANNELLING THE GREAT STOMP In this battle, the players are fighting over the fate of the guardian idol at the centre of the battlefield. The guardian idol is protected by a celestial barrier that has a starting integrity score of 30.Each time the attacker would be able to carry out a monstrous rampage with a friendly unit, if that unit is within 3" of the guardian idol, the attacker can say that it will channel the power of the Great Stomp instead of carrying out a monstrous rampage. If they do so, they roll a dice for that unit and add the result to their Great Stomp score. Their Great Stomp score starts at 0. TO THE KEEP! At the end of their movement phase, the defender can pick 1 unit in their army that is within 3" of the guardian idol and say that it will bolster the celestial barrier. If they do so, they roll a dice and add the result to the barrier’s integrity score. However, that unit cannot make attacks or attempt a charge that turn.THE KING’S PROCESSION Starting from the fourth battle round, at the end of their movement phase, the attacker can pick 1 friendly unit that has been destroyed, except KING BRODD. If they do so, they can set up a replacement unit identical to the one that was destroyed wholly within 7" of a battlefield edge and more than 9" from all enemy units. If this replacement unit is later destroyed.it can be replaced again (and so on). BATTLE LENGTH The battle lasts 5 battle rounds.GLORIOUS VICTORY If the Great Stomp score is greater than the integrity score when the battle ends, the attacker wins a major victory.If the integrity score is greater than the Great Stomp score when the battle ends, the defender wins a major victory. If the scores are equal, the battle is a draw. ![]() | ||
Story Battleplan 3 The Battle for TrucebreakBattered and bloodied by weeks of constant battle, the Dawnbringers of the Aqshian crusade find themselves trapped in the frontier strongpoint of Trucebreak. Surging forth to assault their meagre fortifications comes the horde of the fearsome Trugg. The Troggoth King aims to tear Trucebreak apart stone by stone, shattering the arcane nexus upon which it rests - a font of power that throbs in his mind like a migraine. Unfortunately for the defenders of Trucebreak, their furious bombardments have caused the mystical leystone atop Trugg’s back to go haywire, with catastrophic and unpredictable results. STORY BATTLEPLAN You can use this battleplan if one player is using a Trugg’s Troggherd army and TRUGG is included in that army.THE ARMIES The player with the Trugg’s Troggherd army is the attacker. Their opponent is the defender.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 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.DEPLOYMENT The attacker sets up their army first, wholly within their territory and more than 6" from enemy territory. Then the defender does the same.FIRST TURN The attacker takes the first turn in the first battle round.DISRUPT THE LEY LINES In this battle, the lines that separate the small quarters of the battlefield (core rules, 28.2.8) and that reach from one battlefield edge to another represent geomantic ley lines that the attacker is trying to disrupt.Units in the attacker’s army treat the ley lines as enemy models that can only be allocated wounds or mortal wounds caused by attacks made with melee weapons and that cannot be affected by abilities. Each ley line is considered to have a Wounds characteristic of 12 and a Save characteristic of 4+. A ley line is destroyed when 12 wounds or mortal wounds have been allocated to it. HAYWIRE LEYSTONE If the attacker uses TRUGG’s Malfunctioning Leystone ability, the result that they pick triggers the relevant effect below (in addition to the normal effect of the ability).The effect lasts until the start of the attacker’s next hero phase. Aspect of Shyish: Both players must subtract 1 from ward rolls for friendly units. Aspect of Ghur: Both players can re-roll charge rolls for friendly units. Aspect of Aqshy: Each unit within 3" of a terrain feature at the end of the movement phase suffers D3 mortal wounds. Aspect of Hysh: Negative modifiers to save rolls, hit rolls and wound rolls are ignored by both players. Aspect of Ulgu: Both players must subtract 1 from hit rolls for attacks made by friendly units. Aspect of Chamon: Both players add 1 to save rolls for friendly units. BATTLE LENGTH The battle lasts for 5 battle rounds, until all of the ley lines have been disrupted, or until all units in the attacker’s army have been destroyed - whichever happens first.GLORIOUS VICTORY If all of the ley lines have been disrupted, the attacker wins a major victory.If all of the units in the attacker’s army have been destroyed, the defender wins a major victory. If 3-4 of the ley lines have been destroyed and TRUGG is on the battlefield when the battle ends, the attacker wins a minor victory. If 2 or fewer of the ley lines have been destroyed and TRUGG has been slain when the battle ends, the defender wins a minor victory. Any other result is a draw. ![]() | ||
Story Battleplan 4 Maw-grunta StampedeBarrelling across the realms on their enormous Maw-gruntas, Tuskboss Krazogg Hornsplitta’s boys stumble upon the winding column of the Twin-Tailed Crusade. Without thinking about the consequences for a moment, the Tuskboss bellows a war cry and charges headlong at the terrified Dawners. Steelhelms, Fusiliers and artillery crews rush desperately to set up defensive Castelite formations, praying that their lines of guns and shields can halt the enemy’s terrifying momentum. STORY BATTLEPLAN You can use this battleplan if one player is using a Grunta Stampede army.THE ARMIES The player with the Grunta Stampede army is the attacker. Their opponent is the defender.THE BATTLEFIELD The players roll off. The winner sets up the battlefield’s terrain features. Then the defender must pick a short battlefield edge to be trampled land. The opposite battlefield edge is the land ahead. In addition, models cannot garrison terrain features or end any type of move on terrain features.FACTION TERRAIN Faction terrain features are not used in this bat de.DEPLOYMENT The attacker sets up their army first, wholly within their territory and more than 3" from enemy territory. Then the defender does the same.FIRST TURN The defender takes the first turn in the first battle round.UNSTOPPABLE GRUNTA WAAAGH! At the start of the attacker’s movement phase, any units in the attacker’s army that are within 6" of the land ahead and more than 3" from all enemy units have smashed through the defender’s forces and are removed from play.ROLLING BATTLEFIELD At the start of each battle round after the first, all models and terrain features on the battlefield must move exactly 15" in a straight line directly towards trampled land, starting with the models and terrain features closest to trampled land. All models and terrain features maintain their relative positions to each other. For example, units that are within 3" of an enemy unit before the move will be within 3" of that enemy unit after the move (in other words, the current state of the battlefield shifts 15" towards trampled land).Models that are moved within 1" of trampled land are slain. Terrain features that are moved within 6" of trampled land are removed and placed within 6" of the land ahead by the player taking the second turn in that battle round, in any orientation they desire. BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY If all of the units in the attacker’s army have smashed through, the battle immediately ends and the attacker wins a major victory.If the model picked to be the attacker’s general is slain, the battle immediately ends and the defender wins a major victory. If the model picked to be the attacker’s general has smashed through when the battle ends, the attacker wins a minor victory. If that unit has not smashed through when the battle ends, the defender wins a minor victory. ![]() | ||
Welcome to the rules section of Dawnbringers Book III: The Long Hunt. Here you will find the warscrolls for a host of new units, rules for armies of renown and a special regiment of renown, and additional Path to Glory rules for Cities of Sigmar armies.
The Twin-Tailed Crusade is a series of rules that allows you to play through a Dawnbringer Crusade as part of your Cities of Sigmar Path to Glory campaign. In this second chapter, the fate of both the Aqshian and the Ghyranite ventures hang in the balance, and the decisions you make both on and off the battlefield will determine how well your soldiers fare.
STARTING CRUSADE POINTS Instead of starting with 0 crusade points, the number you start with is determined as follows:
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VETERAN ABILITIES If you played through chapter 1, each time a CITIES OF SIGMAR unit on your Path to Glory roster gains a veteran ability, you can pick 1 of the veteran abilities from chapter 1. | ||
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TREASURES OF AQSHY (D3)
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TREASURES OF GHYRAN (D3)
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Aqshian Crusade - Battleplan 1 Warlord of the ParchAs the Aqshian contingent of the Twin-Tailed Crusade continues on its perilous journey, the soldiers find themselves marching through lands claimed by a merciless warlord. Having no leave to walk this land, it was only a matter of time before battle would be met. As the crusaders draw their weapons and make ready for the fight to come, they must not only break through enemy hordes but also protect their supply train. PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the crusader. Their opponent is the warlord.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. For this battle, there is a supply train represented either by a token roughly 40mm in diameter or by a suitable miniature. If the crusader has prepared a suitable miniature, they gain an additional 3 crusade points. Set up the supply train as shown on the map.FACTION TERRAIN The warlord can set up a faction terrain feature.DEPLOYMENT The crusader sets up their army first, wholly within their territory. Then the warlord does the same.FIRST TURN The warlord takes the first turn in the first battle round.THE SUPPLY TRAIN Models can move across the supply train, but they cannot finish a move on the supply train. At the end of the crusader’s movement phase, the crusader can choose for the supply train to move. If they do so, the supply train moves 11" southwards and the crusader scores additional victory points (see below). If there are any models in the location the supply train would move to, their commanding player moves those models the shortest distance possible to make room for the supply train.At the end of the warlord’s turn, if any of their units are within 3" of the supply train, they can pick 1 of those units to plunder it. If they do so, the warlord scores additional victory points (see below). The supply train can be plundered multiple times during the battle. BATTLE LENGTH The battle lasts for 5 battle rounds.VICTORY POINTS Each time a player destroys an enemy unit, they score 1 victory point for every 100 points that unit costs (according to that unit’s Pitched Battle profile). For example, if a player destroys an enemy unit that costs 390 points, they would score 3 victory points.Each time the supply train moves, the crusader scores D3+3 victory points. Each time the supply train is plundered, the warlord scores D6 victory points. 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, the battle is a draw.![]() | ||
Ghyranite Crusade - Battleplan 1 Ambush in DeepwoodThrough one of the vast forests of Verdia tramp the soldiers of the Ghyranite crusade, the world beyond obscured by dense foliage. An hour into the march, shadows are spied moving through the forest, and a warning cry is raised at the head of the column moments before enemy war-horns blare. Out from the undergrowth, enemies rush in on all sides like a beast closing its jaws on the throat of its prey. An ambush is sprung, and the crusaders must now fight for their lives! PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the crusader. Their opponent is the ambusher.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.The battle takes place amidst one of the many forests of Ghyran and should ideally contain as many wyldwoods or similar terrain features as possible. FACTION TERRAIN The ambusher can set up a faction terrain feature.DEPLOYMENT The crusader sets up their army first, wholly within their territory. Then the ambusher does the same. The crusader must set up at least 1 unit in each small quarter of their territory. Once the crusader has set up their army, if their opponent deems the army to look like a marching column, the crusader gains D3 additional crusade points.When the ambusher sets up their army, each unit must be set up more than 9" from all enemy units. FIRST TURN The ambusher takes the first turn in the first battle round. In the ambusher’s first turn, there is no movement phase.BATTLE LENGTH The battle lasts for 5 battle rounds.VICTORY POINTS Each time a player destroys an enemy unit, they score 1 victory point for every 100 points that unit costs (according to that unit’s Pitched Battle profile). For example, if a player destroys an enemy unit that costs 390 points, they would score 3 victory points.In addition, at the end of any turn, if a unit in the crusader’s army is within 3" of the Escape Edge and more than 3" from all enemy units, the crusader can pick that unit to escape. If they do so, the crusader scores D3 victory points. Remove the models in that unit from play but do not count them as being slain. 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, the battle is a draw.![]() | ||
Aqshian Crusade - Battleplan 2 Burnt Rock BluffThe enemy has cornered you at Burnt Rock Bluff, leaving the expedition no choice but to fight their way through. PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the crusader. Their opponent is the attacker.THE BATTLEFIELD The players roll off. The winner sets up the battlefield’s terrain features. Terrain features can not be set up on the Bluff Edge. After 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 Faction terrain features are not used in this battle.DEPLOYMENT The crusader sets up their army first, wholly within their territory and more than 3" from enemy territory. Then the attacker sets up their army, wholly within their territory and more than 9" from enemy territory.PRIMARY SCOUT After deployment, the crusader must pick 1 of their units to be the primary scout.FIRST TURN The attacker takes the first turn in the first battle round.ESCAPE ROUTES At the end of each battle round, any of the crusader’s units that are wholly within 6" of a battlefield edge that is not the northern battlefield edge and more than 3" from all enemy units can leave the battlefield. Remove the models in those units from play but do not count them as being slain.BLUFF EDGE Unless their unit can fly, models in units that finish a move wholly within the Bluff Edge are immediately slain.OVER THE EDGE Each time a unit finishes a charge move, after resolving the Unleash Hell command if it has been issued, the player whose turn it is can pick 1 enemy unit within 1/2" of the charging unit and move all models in that unit D3".BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY At the end of the battle, if the primary scout and at least half of the crusader’s units (rounding down) have left the battlefield, the crusader wins a major victory.At the end of the battle, if the primary scout and fewer than half of the crusader’s units (rounding down) have left the battlefield, the crusader wins a minor victory. At the end of the battle, if the primary scout has not left the battlefield but at least half of the crusader’s units (rounding down) have left the battlefield, the attacker wins a minor victory. At the end of the battle, if the primary scout and at least half of the crusader’s units (rounding down) have not left the battlefield, the attacker wins a major victory. Any other result is a draw. ![]() | ||
Ghyranite Crusade - Battleplan 2 The Thriving LandThe expedition is running low on food even as its enemies gorge themselves in the shadows. Can you seize their supplies, or will you succumb to starvation? PATH TO GLORY BATTLEPLAN You can use this battleplan if one player is using a Cities of Sigmar army. Use the Path to Glory battlepack.THE ARMIES The player with the Cities of Sigmar army is the crusader. Their opponent is the defender.THE BATTLEFIELD The players roll off. The winner sets up objectives as shown on the map. These objectives are foodstuff stockpiles that the defender has recently harvested. The winner then sets up the battlefield’s terrain features. After 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 The defender can set up a faction terrain feature.DEPLOYMENT The players alternate setting up units one at a time, starting with the defender. Each player must set up their units wholly within their territory and more than 9" from all enemy units.FIRST TURN The defender chooses which player takes the first turn in the first battle round.BOUNTIFUL HARVESTS At the end of the battleshock phase, each player can pick 1 friendly unit wholly within 3" of a foodstuff stockpile. Heal all wounds allocated to that unit.SEIZED SUPPLIES At the end of the battleshock phase, before healing any wounds using the Bountiful Harvests rule above, the crusader can pick 1 friendly unit wholly within 3" of a foodstuff stockpile to seize it. That foodstuff stockpile is removed from the battlefield. No more than 1 foodstuff stockpile can be removed from the battlefield each turn.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY At the end of the battle, if the crusader has seized 4 or more foodstuff stockpiles, the crusader wins a major victory.At the end of the battle, if the crusader has seized 3 foodstuff stockpiles, the crusader wins a minor victory. At the end of the battle, if the crusader has seized 2 foodstuff stockpiles, the defender wins a minor victory. At the end of the battle, if the crusader has seized 1 or fewer foodstuff stockpiles, the defender wins a major victory. ![]() | ||
Story Battleplan 1 The Place That HungersDeep within Ghyran’s arboreal embrace, warping rituals are afoot. Ogors have travelled to the Scabrous Sprawl, intent on transforming the land into a great gullet in tribute to their Gulping God. As if answering their prayers, the Ghyranite venture has marched on the Sprawl to investigate. Now the Dawnbringers must fight amidst the bones of a long-dead god, lest the forest be transformed into a ravenous mouth intent on consuming everything around it. Will the ogors succeed in creating the ultimate feast, or will the soldiers fertilise the Sprawl with ogor blood? STORY BATTLEPLAN You can use this battleplan if one player is using a Roving Maw army and a Mawpit faction terrain feature is included in that army.THE ARMIES The player with the Roving Maw army is the attacker. Their opponent is the defender.THE BATTLEFIELD The battle is fought around the giant bones of a long-dead titan and appropriate terrain features should be used to represent this. 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 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 The attacker sets up a Mawpit faction terrain feature as described on its warscroll. The defender cannot set up a faction terrain feature.DEPLOYMENT The defender sets up their army first, wholly within their territory and more than 6" from enemy territory. Instead of setting up a unit on the battlefield, the defender can place it to one side and say that it is set up in ambush as a reserve unit. The defender can set up 1 unit in ambush for each unit they have set up on the battlefield. Then the attacker sets up their army, wholly within their territory and more than 6" from enemy territory.FIRST TURN The attacker takes the first turn in the first battle round.FLANKING REINFORCEMENTS Starting from the second battle round, at the end of the defender’s movement phase, they can set up 1 or more of the reserve units in ambush on the battlefield, wholly within 6" of the battlefield edge and more than 9" from all enemy units.Add 3 to charge rolls for reserve units in ambush that are set up wholly within 6" of the Forest Edge. BRING THE GRUB At the start of the combat phase, the attacker can say that one of their units will drag some suitable food towards the Mawpit. If they do so, the attacker picks 1 friendly unit within 3" of an enemy unit and rolls a dice. Add the Wounds characteristic of that friendly unit to the roll. If the total exceeds the Wounds characteristic of that enemy unit, the attacker can move both units up to 6", but both units must finish that move closer to the Mawpit than they were at the start of the move and within 3" of each other.LIFESPRINGS At the start of their hero phase, the players can heal 1 wound allocated to each friendly unit within 1" of a terrain feature.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY At the end of the battle, if the attacker has destroyed at least half of the defender’s units (rounding down) and the attacker’s general has not been slain, the attacker wins a major victory.At the end of the battle, if the attacker has destroyed at least half of the defender’s units (rounding down) and the attacker’s general has been slain, the attacker wins a minor victory. At the end of the battle, if the attacker has destroyed fewer than half of the defender’s units (rounding down) and the attacker’s general has not been slain, the defender wins a minor victory. At the end of the battle, if the attacker has destroyed fewer than half of the defender’s units (rounding down) and the attacker’s general has been slain, the defender wins a major victory. ![]() | ||
Story Battleplan 2 The Great QuarryThe hunting horns of Kurnotheal have sounded once more. As ogors close in on the beleaguered Dawnbringer Crusade, the Evergreen Hunt surges through Ghyran’s forests to their rescue. Leading them comes Belthanos, favoured child of the dead god Kurnoth, wielding the vital power of the realm. Belthanos and his hunters will not stop until every last ogor is destroyed, be it by arrow, glaive or thorn. Will they manage to cleanse the Scabrous Sprawl, or will Bolk and his gollop slay the Sylvaneth for their next feast? STORY BATTLEPLAN You can use this battleplan if one player is using an Evergreen Hunt army and BELTHANOS is included in that army.THE ARMIES The player with the Evergreen Hunt army is the attacker. Their opponent is the defender.THE BATTLEFIELD This battle is fought in the forests of the Scabrous Sprawl and appropriate terrain features should be used to represent this. The defender sets up the battlefield’s terrain features. After terrain features have been set up, starting with the defender, 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 Faction terrain features are not used in this battle.DEPLOYMENT The defender sets up their army first, wholly within their territory and more than 3" from enemy territory. Then the attacker sets up their army, wholly within their territory and more than 9" from enemy territory.FIRST TURN The attacker takes the first turn in the first battle round.A GREAT QUARRY The Evergreen Hunt always has a quarry; however, on this day, Belthanos also has a particular target in mind.After deployment but before the first battle round begins, the defender must pick 1 friendly HERO to be the Great Quarry. The attacker can only pick that HERO to be the quarry after 2 other quarries have been destroyed during the battle. DON’T LET THEM GET TO ME! The Great Quarry can receive the Redeploy command without the command being issued and without a command point being spent.MEATSHIELDS If the Great Quarry is within 3" of any other friendly units, before the defender allocates a wound or mortal wound caused to them by a shooting attack, or instead of making a ward roll for that wound or mortal wound, they can roll a dice. On a 4+, that wound or mortal wound is allocated to 1 of those other friendly units instead of the Great Quarry.LIFESPRINGS At the start of their hero phase, the players can heal 1 wound allocated to each friendly unit within 1" of a terrain feature.BATTLE LENGTH The battle lasts for 5 battle rounds or until the Great Quarry is destroyed.GLORIOUS VICTORY At the end of the battle, if the Great Quarry has been destroyed by an attack made by BELTHANOS, the attacker wins a major victory.At the end of the battle, if the Great Quarry has been destroyed, the attacker wins a minor victory. Otherwise, the defender wins a major victory. ![]() | ||
Story Battleplan 3 Fury of the FyrdAs waves of Idoneth aggressors ambush the exhausted crusade at the fore and hordes of rampaging troggoths assail the rearguard, the Fyreslayers are quick to seize the opportunity to charge into the fray. Many magmaholds and vassal lodges have been extinguished by these foes, and such a blood debt calls for grudgement to be meted out. However, the Lofnir Drothkeepers have another important task: to prevent the destruction of any more of the sacred magma pools in which their Magmadroths’ eggs are incubated. Can the Lofnir successfully defend these hallowed spawning grounds whilst still dousing the Great Parch in blood? STORY BATTLEPLAN You can use this battleplan if one player is using a Lofnir Drothkeepers army.THE ARMIES The player with the Lofnir Drothkeepers army is the defender. Their opponent is the attacker.THE BATTLEFIELD The players roll off. The winner sets up the battlefields terrain features and must set up 3 large terrain features to represent magma pools as shown on the map. After 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 Faction terrain feature are not used in this battle.DEPLOYMENT The defender sets up their army first, wholly within their territory. Then the attacker does the same.FIRST TURN The players roll off and the winner must decide who will take the first turn. In the event of a tie, the players roll off again.MAGMA POOLS Magma pools have the Deadly scenery rule (core rules, 28.1.3) in addition to any other rules that they have.DESTROY THE INCUBATORS Units in the attacker’s army treat the magma pools as enemy models and can attack them with melee weapons (they are not affected by spells or abilities except for those that affect terrain features). Each magma pool is considered to have a Wounds characteristic of 10 and a Save characteristic of 3+. A magma pool is destroyed when 10 wounds have been allocated to it, but the terrain feature is not removed from the battlefield.DESTROYED MAGMA POOLS At the start of each hero phase, the player whose turn it is must roll a dice for each destroyed magma pool. On a 1, nothing happens. On a 2-3, steam billows out and the terrain feature blocks visibility for the rest of the battle. On a 4-5, sulphurous gases engulf the surrounding land and the player rolls a dice for each unit within 6" of the terrain feature. On a 4+, halve the Move characteristic for that unit until the end of the next movement phase. In addition, on a 6, there is a violent eruption. Roll a dice for each unit that does not have the MAGMADROTH keyword within 6" of the terrain feature. On a 3+, that unit suffers D3+3 mortal wounds.BATTLE LENGTH The battle lasts for 5 battle rounds or until all of the magma pools have been destroyed.GLORIOUS VICTORY At the end of the battle, if all of the magma pools have been destroyed, the attacker wins a major victory.At the end of the battle, if 2 of the magma pools have been destroyed, the attacker wins a minor victory. At the end of the battle, if 1 of the magma pools has been destroyed, the battle is a draw. At the end of the battle, if none of the magma pools have been destroyed, the defender wins a major victory. ![]() | ||
Story Battleplan 4 On Wings of DeathFierce fighting erupted at the Heartblood Sea between the Stormcast Eternals of the Hammerhands and the Bloodbound of the Goretide. Spurred on by their old grudge, both sides fought to a bitter, bloody stalemate. As tired warriors began to despair, the roiling skies split with Sigmar’s heavenly lightning. lonus Cryptborn and his Draconith contingent have now descended to break the unending tide of blood - yet with the Hammerhands exhausted and forced into a corner, will they finally be able to make an aggressive push, or will their skulls be offered in tribute to Khorne? STORY BATTLEPLAN You can use this battleplan if one player is using a Draconith Skywing army and IONUS CRYPTBORN is included in that army.THE ARMIES The player with the Draconith Sky wing army is the attacker. Their opponent is the defender and must include at least 3 HEROES in their army.THE BATTLEFIELD This battle is fought on the shores of the Heartblood Sea and appropriate terrain features should be used to represent this. The players roll off. The winner sets up the battlefield’s terrain features and must set up 3 terrain features to represent tactical positions as shown on the map.FACTION TERRAIN The attacker cannot set up a faction terrain feature. The defender can replace 1 tactical position terrain feature with a faction terrain feature.DEPLOYMENT The attacker sets up their army first, wholly within their territory and more than 9" from enemy territory. Then the defender does the same. In addition, the defender must set up at least 1 HERO wholly within 6" of each tactical position.FIRST TURN The attacker takes the first turn in the first battle round.TACTICAL POSITIONS After a player picks a friendly HERO to issue a command, if that HERO is wholly within 3" of a tactical position and is not within 3" of any enemy units, they can pick up to 2 friendly units to receive the command instead of only 1 friendly unit.ENDLESS HORDES At the end of their turn, the defender can pick 1 friendly Battleline unit that has been destroyed. A new replacement unit identical to the unit that was destroyed is added to their army. The defender must set up that unit wholly within 6" of the battlefield edge and more than 9" from all enemy units. A destroyed unit can only be replaced once - replacement units cannot themselves be replaced.BRASS GROUNDSPIKES Each time a unit that cannot fly makes a move of more than 9", roll a dice. On a 4+, that unit is speared by brass groundspikes and suffers D3 mortal wounds.BATTLE LENGTH The battle lasts for 5 battle rounds.GLORIOUS VICTORY At the end of the battle, if there are no HEROES in the defender’s army within 9" of any tactical positions, the attacker wins a major victory.At the end of the battle, if there are any HEROES in the defender’s army within 9" of only 1 tactical position, the attacker wins a minor victory. At the end of the battle, if there are any HEROES in the defender’s army within 9" of 2 tactical positions, the defender wins a minor victory. At the end of the battle, if there are any HEROES in the defender’s army within 9" of all 3 tactical positions, the defender wins a major victory. ![]() | ||
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. | ||
Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group. | ||
The WIZARD keyword is used in the following Disciples of Tzeentch warscrolls:
The IRONWELD ARSENAL keyword is used in the following Cities of Sigmar warscrolls:
The CASTELITE keyword is used in the following Cities of Sigmar warscrolls:
Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples). | ||
You do not have to pick a target for a charge attempt before making the charge roll. | ||
In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate. | ||
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:
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