Path to Glory Battlepack
The Age of Sigmar grows fraught. On horizons yonder, the forces of Chaos loom, threatening to engulf the Mortal Realms in mayhem and violence once more. In the wake of these troubling times, Spearhead forces are dispatched across the realms to seek out ancient sites of power that still reside deep within the uncharted hinterlands. Will you take up the call to battle and lead a Spearhead force to victory?Welcome to the world of Spearhead. In this game mode, players engage in small-scale battles that are fast and tactical, suitable for newcomers and veterans alike. In Spearhead, each army is available as a self-contained boxset, allowing players to quickly muster a force. In addition, Spearhead battles are fought upon a compact battleeld, meaning you can set up a game even with limited space. Spearhead uses specially tailored rules to ensure that every battle is a tense and exciting aair that comes right down to the nal moments.
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| SPEARHEAD BOX SETSFighting a Spearhead battle could not be easier. Each player picks their army by choosing one of the many Spearhead box sets available. Each of these is a complete army, including all the miniatures a player will need to do battle. The rules for Spearhead box sets are available in faction pages. | |
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Path to Glory Battlepack
Below is a handy step-by-step guide to help you prepare for your rst few Spearhead battles. Following these steps will help you get up and running with Spearhead in no time!
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| 1. PICK A SPEARHEAD ARMYIn Spearhead, players use a mixed set of units called a Spearhead army that has its own rules and warscrolls. Eachhas a corresponding box set that contains all the models you need. | |
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| 2. CHOOSE A REALM BATTLEFIELDSpearhead battles are fought on realm battleelds. Each side of a realm battlefield is themed around one of the eight Mortal Realms. | |
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| 3. PICK YOUR REGIMENT ABILITY AND ENHANCEMENTEach Spearhead army has a choice of 2 different regiment abilities and 4 different enhancements for your general. At the start of the battle, you must pick 1 of each for your army (see Spearhead Armies). | |
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- Every Spearhead army has a set of battle traits, regiment abilities and enhancements.
- The battle traits are rules and abilities for your army that you will use in every battle.
- The regiment abilities and enhancements are picked at the start of every battle. You can experiment with different combinations to see what works best for you. Some regiment abilities and enhancements are better against certain foes, so it pays to study the strengths and weaknesses of the enemy before making your choice!
- Every unit in a Spearhead army has its own warscroll, where you can see its characteristics and weapons.
- Any unique abilities the unit can use will also be found on its warscroll.
- At the bottom of every warscroll you can find its keywords, such as HERO, WIZARD, MONSTER or INFANTRY
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| 5. FIGHT THE BATTLE!Spearhead battles usually last around an hour and a half. During the battle, the players will each try to score victory points, and at the end of the battle, the player with the most is declared the winner! | |
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Spearhead Battlepack
1.0 Spearhead Armies
Each player in a Spearhead battle is the commander of a Spearhead army. A Spearhead army is a set of units that comes with its own rules and warscrolls. You can find the rules for Spearhead armies on your faction page.
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| THE CORE RULESTo play a game using this battlepack, you’ll need the Core Rules. The Core Rules explain the basics of Warhammer Age of Sigmar, such as how to move your models and how to use abilities.
You don’t need the Advanced Rules to use this battlepack. | |
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1.1 Army Composition
On the first page of every Spearhead army’s rules, you will find the
army composition. This lists which units are included in the Spearhead army and who the
general is. Unlike other Warhammer Age of Sigmar armies, the composition of a Spearhead army is fixed and cannot be changed.
1.2 Battle Traits
Every Spearhead army has one or more battle traits. These are powerful and thematic abilities that apply to some or all of the units in the army. For example, the ‘Holy Orders’ battle trait enables the
Stormcast Eternals to use powerful once-per-battle abilities to smite their foes, while the ‘Gnawhole Ambush’ battle trait allows
Skaven warriors to arrive on the battleeld behind enemy lines.
1.3 Regiment Abilities
Every Spearhead army has a choice of 2
regiment abilities, each of which provides the army with a different strength in battle.
1.4 Enhancements
Every Spearhead army has a set of 4
enhancements to pick from. ese are upgrades for the army’s
general that make them more powerful in a variety of ways.
1.5 Spearhead Warscrolls
The
warscrolls for the units in each Spearhead army are included with the other rules for the army. Although
Spearhead warscrolls are similar to the warscrolls found in battletomes, they have been tailored to work specically with Spearhead and cannot be used with other battlepacks.
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| WIZARDS AND PRIESTS IN SPEARHEADSome units in Spearhead have the WIZARD or PRIEST keyword. If you are familiar with other battlepacks, it is important to note the Magic module in the Advanced Rules is not used in Spearhead. As a result, there are no unbinding rolls and no chance of miscasts (among other things). Spells and prayers are resolved like any other ability. | |
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2.0 Realm Battlefields
Spearhead battles are fought on
realm battlefields. Once the players have picked their Spearhead armies, they must agree on a realm battlefield to use. Each realm battlefield comes with a matching
Spearhead deck, along with a
battleplan that explains how to fight a battle on that realm battlefield.
A
realm battlefield is
30" x 22" and double-sided, with each side corresponding to a different
Mortal Realm. The first realm battlefield is
Fire and Jade, which has one side representing Aqshy, the Realm of Fire, and the reverse representing
Ghyran, the Realm of Life.
3.0 Spearhead Decks
Spearhead decks are sets of cards that are used in Spearhead battles. Each realm battlefield has its own Spearhead deck. Each Spearhead deck consists of
2 twist decks (one for each side of the realm battlefield) and
2 battle tactic decks (one for each player).
3.1 Twist Cards
Each
twist deck is made up of
twist cards. A
twist is a special rule that applies to the battle round being played. Each deck of twist cards corresponds to a specific side of the realm battlefield.
3.2 Battle Tactic Cards
Each
battle tactic deck is made up of
battle tactic cards. The rules on each are split into 2 parts: a
battle tactic and a
command. You can either score the battle tactic at the
end of your turn if you meet its conditions (to gain
victory points) or you can use the command on the card for a more immediate benefit. You cannot do both, so choose wisely!
Each command will say
when it can be used and what
effect it has. After the effect has been resolved, the card is
discarded. You can issue multiple commands to the same unit in the same phase.
4.0 Spearhead Battleplans
Each realm battlefield has a corresponding battleplan. The battleplan is a set of instructions on how to fight the battle and how to determine the winner.
You can find the battleplan for the Fire and Jade realm battlefield
here.
5.0 Terrain
In every Spearhead battle, the armies fight around 2
large terrain features and 2
small terrain features.
Before the armies are deployed, each player will
set up 1 large terrain feature and 1 small terrain feature wholly within their territory. Each terrain feature has certain
passive abilities depending onits size:
Large Terrain Feature: Cover, Obscuring, Unstable
Small Terrain Feature: Cover, Unstable
| Cover: Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged or has the FLY keyword. | | Obscuring: A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword. | | Unstable: Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall. |
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6.0 Objectives
In Spearhead battles,
objectives are printed on the surface of each realm battlefield (the objective is the whole circle, not just the symbol in the centre).
6.1 Contesting Objectives
In Spearhead battles, while a model is on an
objective (wholly or partially), it is
contesting it.
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| Each objective is named after a mythical godbeast, as shown below:
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7.0 Reinforcements
Some units have the
REINFORCEMENTS keyword. These units can be brought back to the battlefield after being destroyed as replacement units (
Core Rules, 24.2).
If any of your units have the
REINFORCEMENTS keyword, you can use the following ability:
CALL FOR REINFORCEMENTS: A second wave of troops enters the fray, replacing those lost to the rigours of battle.
Declare: Pick a friendly
REINFORCEMENTS unit that has been
destroyed.
Effect: Set up an identical
replacement unit on the battlefield, wholly within friendly territory, wholly within 6" of the battleeld edge and not
in combat.
Each
REINFORCEMENTS unit can only be replaced once. Replacement units cannot themselves be replaced.
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| Units with the REINFORCEMENTS keyword have this icon bellow of their warscroll stats for ease of use. | |
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| Battleplan As the Hour of Ruin dawns, the ght to secure sacred sites and geomantic nexuses rages ercer than ever. It is in Aqshy and Ghyran that the rst battles of this new age are fought, each faction sending out vanguard forces to take and hold these places of power in the name of their deities – or even the godbeasts of myth. So unpredictable are these frontiers of war that the land itself can lend its blessing to the chosen or send wracking curses against those who incur its wrath.
PRE-BATTLE SEQUENCE 1. Roll off. The winner chooses who is the attacker and who is the defender. 2. The attacker picks their regiment ability and their enhancement. Then the defender does the same. 3. The defender chooses which side of the realm battlefield the players will fight on: Aqshy or Ghyran. 4. The defender picks 1 of the deployment maps on the right and chooses which territory belongs to which player. 5. The defender sets up their terrain features, followed by the attacker. Each terrain feature must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on top of the objectives (either wholly or partially).
DEPLOYMENT Do not deploy armies as described in the Core Rules. Instead, the attacker sets up all the units in their army first, followed by the defender. Each unit must be set up wholly within friendly territory and more than 6" from enemy territory.
BATTLE LENGTH The battle lasts for 4 battle rounds.
SPECIAL RULES PREPARING THE SPEARHEAD DECK This battle uses the Fire and Jade Spearhead deck. One player takes the twist deck that corresponds to the side of the battlefield the players are fighting on, shuffles it and places it face down next to the battlefield (the other twist deck is not used).
Then, each player takes 1 battle tactic deck, shuffles it and places it face down where they can reach it during the battle.
START OF THE BATTLE ROUND SEQUENCE The following sequence is resolved at the start of each battle round: 1. If it is the first battle round, the attacker chooses who will take the first turn. In any other battle round, the players make a priority roll ( Core Rules, 12.0). 2. Determine the underdog ( Core Rules, 12.0). 3. The twist card is drawn. 4. The players draw battle tactic cards (see below). 5. Any abilities with the Start of Battle Round timing are used. TWIST CARDS One twist card is drawn at the start of each battle round. Follow the rules on it as soon as it is drawn. BATTLE TACTIC CARDS At the start of the first battle round, each player draws a hand of 3 battle tactic cards. At the start of each subsequent battle round, each player draws battle tactic cards until they once more have a hand of 3 battle tactic cards. Before they do so, they can discard any number of battle tactic cards in their hand. Cards are discarded face-up. | | | | SEIZING THE INITIATIVEIf the player who went second in the previous battle round wins the priority roll and chooses to go first, it is called seizing the initiative. When a player seizes the initiative, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the two players is 5 or greater. | | | | |
VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective.
- Score 1 victory point if you control two or more objectives.
- Score 1 victory point if you control more objectives than your opponent.
- Score 1 victory point for each battle tactic you completed this turn.
GLORIOUS VICTORY The player with the most victory points at the end of the battle is the winner. If the players are tied on victory points, the battle is a draw. | |
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Aqshy Twist
• AQSHY TWIST •
RING OF FIRE A raging inferno encircles the dais of this ancient place of power.
The
underdog picks 1
objective on the battlefield. If there is no
underdog, the players
roll off and the winner picks the objective.
That objective is no longer
controlled by either player and
cannot be contested or controlled in this battle round.
In addition, at the end of each turn in this battle round, after victory points have been scored, inflict D3
mortal damage on each unit that has any models on it (roll for each unit).
• AQSHY TWIST •
LET THE BLOOD FLOW Khorne's presence is felt in this battle, and he demands blood be spilled in his name!
Each player scores 1 extra victory point at the end of their turn for each enemy unit destroyed in that turn.
In addition, if one of the players is the underdog, that player picks 1 friendly unit on the battlefield to be frenzied. Add 1 to hit rolls for combat attacks made by that unit this battle round.
• AQSHY TWIST •
BLOODMARKED These warriors have been marked for death, a curse that cannot be lifted.
The underdog picks 1 unit in each player’s army that is on the battlefield to be bloodmarked.
If there is no underdog, each player picks 1 enemy unit on the battlefield to be bloodmarked, starting with the active player.
Each player scores 1 extra victory point at the end of the battle round if the enemy bloodmarked unit is destroyed this battle round.
• AQSHY TWIST •
RECLAIM AQSHY Blood is spilled relentlessly in the pursuit of conquering this battlescarred realm.
The
underdog picks 2
objectives on the battlefield.
If there is no
underdog, each player picks 1 objective on the battlefield, starting with the active player.
Each player scores
1 extra victory point at the end of their turn for each of those objectives that they
control.
• AQSHY TWIST •
MOUNT THE ATTACK A fire is stoked in the hearts of the embattled warriors, giving them the courage to push deep into enemy lines.
Each player scores
1 extra victory point at the end of their turn for each
objective they
control that was controlled by their opponent at the start of their turn.
In addition, the
underdog picks 1 friendly unit to be the
spearhead. That unit’s melee weapons have
Charge (+1 Damage) this battle round.
• AQSHY TWIST •
WREATHED IN SMOKE Plumes of thick black smoke erupt from the scarred land, obscuring the warriors in battle.
The underdog picks 1 objective on the battlefield. If there is no underdog, the players roll off and the winner picks the objective.
That objective is wreathed in smoke. Until the end of the battle round, only unmodified hit rolls of 6 successfully hit for attacks that target a unit contesting that objective.
Ghyran Twist
• GHYRAN TWIST •
RECLAIM GHYRAN To gain a foothold in the Realm of Life, one must plant the seeds of victory for future generations.
The
underdog picks 2
objectives on the battlefield.
If there is no
underdog, each player picks 1 objective on the battlefield, starting with the active player.
Each player scores
1 extra victory point at the end of their turn for each of those objectives that they
control.
• GHYRAN TWIST •
ALARIELLE'S BLESSING The goddess of life commands the seasons and cycles of Ghyran.
The underdog can pick one of the effects below. If there is no underdog, the players roll off and the winner can pick the effect.
Shield of Thorns: Pick a friendly unit on the battlefield. That unit has WARD (6+) this battle round. If that unit already has a ward save, add 1 to ward rolls for that unit this battle round instead.
Rain of Jade: Pick up to 3 different friendly units on the battlefield. Heal (D3) each of those units (roll for each).
• GHYRAN TWIST •
TAKE THE LAND The verdant land of Ghyran is rich in natural resources waiting to be claimed.
Each player scores
1 extra victory point at the end of their turn if there are more friendly models
contesting the
large terrain feature in enemy territory than there are enemy models contesting it.
In addition, the
underdog adds 1 to
wound rolls for attacks made by friendly units that target a unit contesting a
large terrain feature.
• GHYRAN TWIST •
GRASPING VINES Twisting vines burst from the undergrowth to ensnare hapless warriors.
The underdog picks an enemy unit on the battlefield. If there is no underdog, the players roll off and the winner picks an enemy unit on the battlefield.
That unit is ensnared. Until the end of the battle round, halve its Move characteristic and roll 1 fewer dice when making a charge roll for that unit.
• GHYRAN TWIST •
THE GRANDFATHER'S BLESSING The Realm of Life is tainted by the touch of Nurgle, whose virulent 'gifts' are transmitted by sputum, slime and spore.
The underdog can pick one of the effects below. If there is no underdog, the players roll off and the winner can pick the effect.
Nurgle’s Rot: Pick an enemy unit on the battlefield. Subtract 1 from save rolls for that unit this battle round.
Eroding Miasma: Pick an enemy unit on the battlefield. Ward rolls cannot be made for that unit this battle round.
• GHYRAN TWIST •
LIFESPRING It is said that bathing in the lifesprings of Ghyran can cure disease and increase one's vitality.
The
underdog picks 1
objective on the battlefield. If there is no underdog, the players
roll off and the winner picks the objective.
That objective becomes a
lifespring this battle round. Each player scores
l extra victory point at the end of their turn if they
control that objective.
In addition, at the end of each turn in this battle round, after victory points have been scored,
Heal (1) each unit that is
contesting that objective.
Battle Tactic
• BATTLE TACTIC •
WAR OF ATTRITION Grind down the enemy to shatter their resolve.
You complete this battle tactic at the end of your turn if any enemy units were destroyed this turn
AND
more enemy units than friendly units were destroyed this turn.
• COMMAND •
STAND GUARD: These warriors stand fast and ready themselves for an oncoming attack.
Declare: Pick a fri endly unit to use this ability.
Effect: That unit has
STRIKE-FIRST this turn.
• BATTLE TACTIC •
RAID Drive deep into enemy territory and wreak havoc!
You complete this battle tactic at the end of your turn if any friendly units are
wholly within enemy territory and not
in combat.
• COMMAND •
STEEL DEFENCE: These warriors assume a defensive formation that blunts the blows of the enemy.
Used By: A friendly unit targeted by that
ATTACK ability.
Effect: Ignore the Rend characteristic of attacks that target that unit this phase.
• BATTLE TACTIC •
TAKE THE FLANKS Surround the enemy before you close in for the kill.
You complete this battle tactic at the end of your turn if there are any friendly units within 3" of each
short battlefield edge.
• COMMAND •
REDEPLOY: Taking initiative, the
warriors hastily reposition to respond to enemy movements.
Declare: Pick a friendly unit that is not
in combat to use this ability.
Effect: That unit can move up to D6". That unit cannot move
into combat during any part of that move.
• BATTLE TACTIC •
TAKE WITHOUT WARNING The enemy leaves a critical position unguarded. Claim it!
You complete this battle tactic at the end of your turn if you gain
control of an
objective that was controlled by your opponent at the start of the turn
AND
none of the units
contesting that objective used a
FIGHT ability this turn.
• COMMAND •
FIGHT TO THE LAST: With grit and zeal, these warriors fight till the bitter end.
Used By: A friendly unit targeted by that
ATTACK ability.
Effect: That unit has
WARD (5+) this phase.
• BATTLE TACTIC •
HOLD GROUND Give the enemy no quarter.
You complete this battle tactic at the end of your turn if there are more friendly models
contesting the
large terrain feature in your territory than there are enemy models contesting it.
• COMMAND •
RISE TO THE CHALLENGE: This champion is not one to shy away from battle.
Declare: Pick a friendly
HERO to use this ability.
Effect: Heal (D6) that
HERO.
• BATTLE TACTIC •
CUT OFF THE HEAD Claim the head of the enemy's general to shatter their morale.
You complete this battle tactic at the end of your turn if the enemy
general was slain this turn
OR
the enemy general was slain in an ea rlier turn
and any enemy units were destroyed this turn.
• COMMAND •
COUNTER-CHARGE: These warriors charge forth to stall the enemy's advance or enact a bold interception.
Declare: Pick a friendly unit that is not
in combat to use this ability.
Effect: That unit can use a
CHARGE ability as if it were your
charge phase.
• BATTLE TACTIC •
THE IGNAX DAIS Take the dais of lgnax so that we are filled with her fury and wrath.
You complete this battle tactic if you
control the
Ignax objective at the end of your turn.
• COMMAND •
FORWARD TO VICTORY: A rousing command gives the unit renewed energy to reach their foes.
Used By: The unit using that
CHARGE ability.
Effect: You can re-roll the
charge roll.
• BATTLE TACTIC •
THE BEHEMAT DAIS Claim the sigil of Behemat so that we might be blessed with his strength.
You complete this battle tactic if you
control the
Behemat objective at the end of your turn.
• COMMAND •
SCROLL OF ARCANE BOLT: Upon this parchment is an eldritch incantation that can loose a blast of destructive magic.
Declare: Pick a friendly
HERO to use this ability, pick a
visible enemy unit within 12" of them, then roll a dice.
Effect: On a 2+, inflict D3
mortal damage on that enemy unit.
• BATTLE TACTIC •
THE DRACOTHION DAIS Noble Dracothion is marked upon this hallowed ground.
You complete this battle tactic if you
control the
Dracothion objective at the end of your turn.
• COMMAND •
GO TO GROUND: These warriors take cover to avoid a volley directed at them.
Used By: A friendly unit targeted by that
SHOOT ability.
Effect: Until the end of the phase, only unmodified
hit rolls of 6 successfully hit for attacks that target that unit. However, that unit has
STRIKE-LAST this turn.
• BATTLE TACTIC •
RAZE Break through enemy lines and lay waste to the lands beyond.
You complete this battle tactic at the end of your turn if there are any friendly units within 3" of the
long battlefield edge in enemy territory.
• COMMAND •
INSPIRING PRESENCE: With heroic conviction, this mighty warrior stands firm in the face of the enemy.
Declare: Pick a friendly
HERO to use this ability.
Effect: Roll a dice. For the rest of the turn, add the number rolled to the control score of that
HERO.
• BATTLE TACTIC •
ATTACK ON TWO FRONTS Divide and conquer by approaching the foe from two directions.
You complete this battle tactic at the end of your turn if you
control 2
objectives that were controlled by your opponent at the start of the turn.
• COMMAND •
CALL REINFORCEMENTS: The rallying blare of war horns calls fresh warriors to battle.
Declare: Pick a friendly
INFANTRY or
CAVALRY unit with 5 or more models that has been destroyed and has not already been replaced.
Effect: Set up a replacement unit consisting of D3 models from that unit anywhere on the battlefield more than 6" from all enemy units.
• BATTLE TACTIC •
DO NOT WAVER We must not falter on any front. Stand fast, and keep the enemy at bay.
You complete this battle tactic at the end of your turn if any friendly units used a
FIGHT ability this turn
AND
no friendly units were destroyed this turn.
• COMMAND •
FALL BACK AND RALLY: A unit breaks away from the enemy in order to rally scattered and wounded warriors.
Used By: The unit using that
RETREAT ability.
Effect: No
mortal damage is inflicted on that unit by the
RETREAT ability. In addition, after the ability is resolved, roll I dice for each
slain model from that unit. For each 5+, you can return 1 slain model to that unit.