General’s Handbook 2026-27 |
General’s Handbook 2026-27 | Expansion | 4 | June 2026 |
Matched Play Battlepack
1. Pick Your Armies
Each player picks an army using the rules in
Army Composition 2026-27 (Advanced Rules).
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| Advanced RulesIn addition to the Core Rules and the Season Rules 2026-27, this battlepack uses the following Advanced Rules:
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2. Determine the Battleplan
One player rolls a dice to determine which battleplan table to use. On a 1-3, use battleplan table 1. On a 4-6, use battleplan table 2. The other player then rolls a dice to determine the battleplan. Alternatively, feel free to pick the battleplan you wish to play.
3. Set Up the Battlefield
Attacker and Defender
The players
roll off. The winner chooses which player is the
attacker and which is the
defender.
Objectives and Terrain
This battlepack contains 6 special
objectives called Aqshian objectives: 2 Sun Seekers objectives, 2
Golden Lions objectives, 1
Heidenhain objective and 1
Scions of the Comet objective. The objective itself is the 40mm diameter circle located in the centre, while the surrounding area extending 3" from the objective is the
control zone. To
contest an
Aqshian objective, a unit must be within the control zone of that objective.
Some battleplans will use more than 1 of the same type of Aqshian objective. For example, they could include 2
Sun Seekers objectives and/or 2
Golden Lions objectives. In these battleplans, the rules refer to 2 of the same type of objective as a
pair or
paired. When a rule requires a player to control a pair of objectives, the player has to control both objectives in that pair. When a player has to pick ‘a pair of objectives’, they can only pick a single pair of Aqshian objectives of the same type.
The defender sets up Aqshian objectives in the locations indicated on the
battlefield map. The objectives must be those indicated on the battlefield map; for example, if the map shows a
Heidenhain objective, the
Heidenhain objective must be
set up in that location.
Then, the defender sets up
terrain features. We recommend 4 small and 4
medium terrain features. Each terrain feature must be set up more than 3” from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features. Alternatively, the battlefield can be set up as shown on the corresponding battlefield terrain layout map while maintaining the distance restrictions between the battlefield edge, objectives and other terrain features as detailed above.
Territory
After Ghyranite objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory. The players then resolve the deployment phase. The attacker begins deployment (
Core Rules, 10.0).
Battle Length
Battles that use this battlepack last for 5 battle rounds.
Glorious Victory
Each battleplan will describe how to score victory points. At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a
major victory. If one player has fewer than 5 victory points more than their opponent, they win a
minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a
minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a
draw.
Battle Tactics
If you are using this
battlepack, you must pick
battle tactics cards from this battlepack to add to your
army roster during
army composition.
At the start of the battle, you must reveal your choice of battle tactics cards to your opponent. If the battle tactics cards instruct you to pick something, you must tell your opponent what you have picked and vice versa.
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| Battlefield SizeThe battleplans in this battlepack have been designed for 1000- or 2000-point battles and we recommend a 44" × 60" battlefield with 8 terrain features. However, some players prefer to use a 30" × 44" battlefield with 4 terrain features for 1000-point battles.
If you have agreed on a points limit outside these bounds, feel free to adjust the battlefield size and number of terrain features appropriately. | |
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Sometimes you might want to link together multiple battles in order to play a tournament or start a campaign. With the General’s Handbook 2026-27 battlepack, you can do this by launching an
Aqshian Crusade.
An Aqshian Crusade is a set of battleplans that, when played in order, give your Matched Play experience a narrative spin. Whether you intend to play a single-day or weekend tournament or embark on a long-term campaign, there is a crusade for you! In an Aqshian Crusade, the same types of terrain are used for all games that would typically be played on the same day, and, in the case of two-day crusades, the battles that would usually be fought at the end of the first day have simpler twists (because even renowned tacticians need some downtime!).
Crusade Types
To launch an Aqshian Crusade, pick 1 of the following crusade types:
| CRUSADE TYPE | NUMBER OF GAMES | LENGTH | | Ash Road Foray | 3 | 1 day | | Firestorm Offensive | 5 | 2 days | | Domination March | 12 | Ongoing campaign |
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Mapping the Warpath
Next, pick 1 of the pre-made Aqshian Crusades from the table below. Alternatively, if you’re feeling adventurous, you can mix and match battleplans to forge your own narrative.
Each pre-made crusade tells a different story, as summarised in the 'Synopsis' column. The 'Battleplans' column tells you which battleplans from the General’s Handbook 2026-27 battlepack each crusade uses and the order in which to play them. A battleplan’s number can be found at the top of its card.
| CRUSADE NAME | CRUSADE TYPE | SYNOPSIS | BATTLEPLANS | | The Heartblood Offensive | Ash Road Foray | Raiders from afar descend upon the frontier strongpoints of the Heartblood Sea. | 2, 5, 11 | | The Long March | Ash Road Foray | An army is forced to traverse the hostile and fire-blasted wilds of the Parch to reach a safe haven. | 3, 4, 10 | | Seizure of the Everblaze Pass | Ash Road Foray | Forces battle for control of a vital realmgate in order to secure a route to the heart of the Great Parch. | 1, 6, 12 | | The Scorched Coast Landings | Firestorm Offensive | A fleet lands on the coast of the Gnaw and heads deep inland to seize a realmgate and destroy their foes. | 2, 5, 7, 6, 12 | | Godsworn Delve | Firestorm Offensive | An army pillages a long-buried Stormvault before fleeing to the coast with their cargo of precious treasures. | 3, 4, 9, 5, 11 | | Shield of Aqshy | Firestorm Offensive | Reinforcements rush into Aqshy to help secure the front lines and prevent disaster. | 1, 6, 8, 4, 10 | | The Harrying of the Parch | Domination March | A great army rampages across the Great Parch, subduing its rivals and seizing control of the lands. | 1-12 |
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Joint Crusades
Occasionally, crusading armies with a common cause might form temporary alliances or fractious coalitions.
Joint Crusades are events for teams with an equal number of players whose armies are fighting alongside one another on an Aqshian Crusade.
Before starting a
Joint Crusade, the event organiser picks a number of Aqshian Crusades of the same type equal to the number of players in a team divided by 2, rounding up. For instance, if there were 5 players in each team, they would pick 3 crusades. The same crusade can be picked more than once. The event organiser then numbers the crusades they picked (see 'Preparing for Battle'). Battles will be fought using the battleplans in those Aqshian Crusades.
Rounds
A Joint Crusade comprises a number of rounds. We recommend 3 rounds for a 1-day event and 5 rounds for a 2-day event.
In each round, the teams are drawn against each other (either randomly or by using a format such as the Swiss system) and each player in a team is paired with a player in the team they are drawn against. The 'Pairing Armies' section contains an example method for pairing players.
Preparing for Battle
In the first round, the first two players from each team to be paired play the first battleplan in Aqshian Crusade 1, the next two play the first battleplan in Aqshian Crusade 2, and so on.
In the second round, the first two players from each team to be paired play the second battleplan in Aqshian Crusade 1, the next two play the second battleplan in Aqshian Crusade 2, and so on.
Repeat this sequence for each round. If there are more rounds than battleplans in an Aqshian Crusade, cycle through the battleplans in that crusade again from the beginning.
Pairing Armies
During a Joint Crusade, you will find that some players’ armies are better suited to certain battleplans than others. Your team must work together to ensure the right armies are fighting the right battles. To decide which armies will be fighting on which battleplan, follow these steps at the start of each round. We recommend writing the names of each army on your team on separate cards to create a hand of cards to use in this process.
- Each team secretly picks 1 of the armies in their hand to be the guarding army for that battleplan. The guarding armies are then revealed simultaneously.
- Each team presents 2 of their non-guarding armies to be prospective invading armies against the opposing team’s guarding army.
- Each team picks 1 of the opposing team’s invading armies to be paired with their guarding army, revealing their choices simultaneously. The army that was not picked is returned to their team’s hand.
- Repeat steps 1-3 until each team is left with either 1 or 2 unpaired armies in their hand.
- If each team has 2 unpaired armies left, follow step 1, then each team’s guarding army is automatically paired with the opposing team’s remaining army.
- If each team has 1 unpaired army left, those armies are automatically paired.
Glorious Alliance
At the end of each round, add up the victory points earned by all players on your team. The team with the highest total wins the round!
As Warhammer Age of Sigmar continues to grow, naturally, we will continue to write rules for the game. However, when you are playing competitively, sometimes it’s hard to know which of these rules are ’legal’ - in other words, which rules you can use in Matched Play battles. On this page, we’ve provided a handy at-a-glance list that shows you all the publications whose rules you are allowed to use in Matched Play battles.
CORE
- Warhammer Age of Sigmar Core Book
- General’s Handbook 2026-27
- Warhammer Age of Sigmar Faction Packs
- Battle Profiles & Rules Updates
- Battletome publications, excluding Warhammer Legends rules
BATTLETOMES
Throughout this edition of Warhammer Age of Sigmar, we will be releasing battletomes for each faction. Battletomes contain additional and/or updated faction rules, which include battle traits, battle formations and enhancements. When a battletome is released, it will supersede the rules set out in the Faction Pack for that faction.
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| Digital UpdatesWe sometimes release digital updates on warhammer-community.com. When we do, we will say whether that rules set is legal for use and, if so, in which types of battlepacks it can be used. | |
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| BattlescrollsBattlescrolls are rules updates that focus on balancing the game meta more actively. Sometimes they are simply useful summaries of corrections that also appear in the relevant errata documents. At other times, they appear as sets of entirely new rules that, while not compulsory, are highly recommended for use in Matched Play battles. The rules in battlescrolls will always be used at o’cial Warhammer Age of Sigmar events. | |
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| ErrataPeriodically, we release errata documents for our publications that correct any errors. These include things like outright mistakes, rules that didn’t quite work the way we intended them to, and rules that have had an unforeseen and undesirable impact on the game meta. The errata documents are considered to be part of the publications that they are correcting, so we don’t list them separately here. | |
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When fighting battles using the General’s Handbook 2026-27 battlepack, both players can use the following abilities:
RAISING THE HEAT: The battlefields of Aqshy awaken a burning rage deep within all warriors and beasts, the flames of which are stoked should the enemy seek to intimidate or threaten them.
Effect: If you are the attacker, set your
fury level to 1. If you are the defender, set your
fury level to 2.
SIMMERING RAGE: A wild fury burns in the soul of this commander, threatening to explode at any moment.
Declare: You must use this ability.
Effect: Gain a number of
rage dice equal to your
fury level. At the end of the battle round, any unspent
rage dice are lost.
SIMMERING RAGE: Stoked by the ongoing battle, this warrior’s wrath erupts in a display of bone-splintering violence.
Declare: Pick a friendly unit to use this ability, then pick an enemy unit
in combat with that friendly unit to be the target.
Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3
rage dice.
Resolve a number of
combat attacks against the target using the melee weapon you picked equal to the number of
rage dice you spent.
Those attacks cannot score
critical hits. Instead, for each unmodified
hit roll of 6 for those attacks:
- Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability.
- Your opponent must increase their fury level by 1, to a maximum of 7.
For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (
ward rolls cannot be made for those damage points).
Designer’s Note: Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3 rage dice to use this ability, you only make 3 combat attacks.
FIGHT THROUGH THE PAIN: Anger can grant one the resilience to shrug off grievous wounds - if the promise of vengeance is close at hand.
Effect: Before
allocating damage to a friendly unit, you can spend any number of rage dice. For each rage dice spent, reduce your fury level by 1, to a minimum of 0, then roll a dice. On a 3+, remove 1 damage point from that unit’s damage pool.
1.0 Battle Tactics Overview
During a battle, each player can score extra victory points by
completing battle tactics from a
battle tactics card. You can pick up to 2 battle tactics cards for your army during
army composition, and the battle tactics cards you pick must be marked on your
army roster.
Before deployment, you must tell your opponent which battle tactics cards you have picked for your army.
Each battle tactics card has 3 battle tactics: 1
Affray battle tactic, 1
Strike battle tactic and 1
Domination battle tactic. You must complete the Affray battle tactic on that card before you can complete the Strike battle tactic on that card. Similarly, you must complete the Strike battle tactic on that card before you can complete the Domination battle tactic on that card.
You can complete
1 battle tactic on each of your battle tactics cards at the end of each of your turns, unless specified otherwise on that battle tactics card. If, at the end of your turn, you have met the conditions for completing a battle tactic and you can complete it, you must complete it.
2.0 Seizing The Initiative
If the player who went second in the previous battle round wins the priority roll and chooses to go first, unless their opponent is leading by 11 or more victory points, it is called
seizing the initiative.
When a player seizes the initiative, their opponent always counts as the
underdog until that opponent seizes the initiative.
A player who seizes the initiative cannot complete any
battle tactics in that turn.
3.0 Completing Battle Tactics
If, at the end of your turn, you have completed a battle tactic as described above, you score the number of victory points shown for that battle tactic.
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| - Battle tactics cards are picked during Army Composition and are written on your army roster.
- Each battle tactics card has 3 battle tactics: 1 Affray, 1 Strike and 1 Domination.
- Battle tactics are completed during your turn.
- Unless otherwise stated, you can complete 1 battle tactic on each of your battle tactics cards in each of your turns (i.e. up to 2 battle tactics in each of your turns).
- You must complete the Affray battle tactic on a card before you can complete the Strike, and you must complete the Strike before you can complete the Domination.
- If you meet the conditions for completing a battle tactic and you can complete it, ypu must complete it.
- Unless your opponent is in the lead by 11 or more victory points, you ‘seize the initiative’ if you win priority and choose to go first in the next battle round (resulting in you having two turns in a row).
- If you seize the initiative, you cannot complete any battle tactics that turn and your opponent counts as the underdog until they seize the initiative.
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BATTLE TACTICS CARD 1
Ushered in with smoke and fire, the battle for control of a vital holdout begins in earnest.
At the start of the battle, after using all
Deployment Phase
abilities but before determining which player will take the first turn, your opponent must pick 1 non-
FACTION TERRAIN terrain feature within their territory to be their
hideout. The
hideout cannot be removed from the battlefield at any point during the battle.
AFFRAY: MASTER OF ARMS
A successful invasion requires skill in all aspects of war. You complete this battle tactic at the end of your turn if the same enemy unit had at least 1 damage point allocated to it in 3 different phases this turn. | VICTORY POINTS | | | STRIKE: BREAK THEIR DEFENCES
The enemy cannot hide away for long... You complete this battle tactic at the end of your turn if you control the enemy hideout. | VICTORY POINTS | | | DOMINATION: NO SURVIVORS
Ensure that the only tales told of this battle are tales of your victory. You complete this battle tactic at the end of your turn if 2 or more enemy units were destroyed this turn and you control the enemy hideout. | VICTORY POINTS |
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BATTLE TACTICS CARD 2
You have manned a stronghold barring the enemy’s path and will defend it to the death
AFFRAY: FORM A WALL
A good defence begins with solid foundations. You complete this battle tactic at the end of your turn if 2 or more friendly units are wholly outside friendly territory, wholly within 6" of friendly territory and within 3" of each other. | VICTORY POINTS | | | STRIKE: OUTPOST RESUPPLY
A general must be precise as to where and when they assign reinforcements. You complete this battle tactic at the end of your turn if you control an objective within enemy territory and that objective is contested by:
- At least 1 friendly unit that did not use a MOVE ability this turn
- At least 1 other friendly unit that charged this turn.
| VICTORY POINTS | | | DOMINATION: REPEL THE ATTACKERS
Unleash the fury within and scour the enemy from the field. You complete this battle tactic at the end of your turn if there are 3 or more friendly units within 3" of the centre of the battlefield that are not in combat. | VICTORY POINTS |
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BATTLE TACTICS CARD 3
The plan is simple: outflank and surround the enemy, and make sure not one of them escapes alive.
AFFRAY: AMBUSCADE
Send forth skirmishers to lie in wait for the enemy. You complete this battle tactic at the end of your turn if 2 or more objectives or terrain features that you control, in any combination, are each contested by a different friendly unit that is more than 6" from friendly territory and was not set up this turn. | VICTORY POINTS | | | STRIKE: SURROUND THE ENEMY
Encircle the foe as the flames of a conflagration encircle the doomed. You complete this battle tactic at the end of your turn if 2 or more friendly units that were not set up this turn are each within 9" of a different corner of the battlefield and wholly outside friendly territory. | VICTORY POINTS | | | DOMINATION: CLAIM WHAT’S YOURS
These lands are yours; force the enemy from them. You complete this battle tactic at the end of your turn if there are more friendly units within enemy territory than enemy units and there is at least 1 friendly HERO wholly within enemy territory. | VICTORY POINTS |
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BATTLE TACTICS CARD 4
Draw the foe in by feigning weakness, concealing your true strength amidst the smoke of battle until the right moment.
AFFRAY: KEEP THE ENEMY CLOSE
Keep your motives concealed and the enemy unaware of their role in your plans. You complete this battle tactic at the end of your turn if you control an objective that is contested by at least 1 enemy unit. | VICTORY POINTS | | | STRIKE: FEIGN WEAKNESS
Allowing the foe to have small victories keeps them distracted from the task at hand. You complete this battle tactic at the end of your turn if more friendly units were destroyed this turn than enemy units. | VICTORY POINTS | | | DOMINATION: EXECUTE THE PLAN
Bring your plan to fruition and watch as the enemy army goes down in flames. You complete this battle tactic at the end of your turn if you control each objective within enemy territory. | VICTORY POINTS |
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BATTLE TACTICS CARD 5
The enemy ’s outrages merit brutal punishment. Track them down and run them to ground
At the start of the battle, after using all
Deployment Phase
abilities but before determining which player will take the first turn, pick an enemy
HERO on the battlefield or in
reserve to be the fugitive for the rest of the battle.
AFFRAY: SEARCH EVERY INCH
Whether lava field, ash-plain or humid jungle, leave no corner unexplored. You complete this battle tactic at the end of your turn if there is a different friendly unit wholly within each large quarter of the battlefield, those friendly units are more than 9" from the centre of the battlefield, and no more than 1 of those friendly units was set up this turn. | VICTORY POINTS | | | STRIKE: QUICK PURSUIT
Having been spotted, time is running out for the fugitive. You complete this battle tactic at the end of your turn if 1 of the following is true:
- There are 3 or more friendly units that are not in combat and are within 12" of the enemy fugitive.
- There is no enemy fugitive on the battlefield.
| VICTORY POINTS | | | DOMINATION: BRING THEM IN
Dead or alive, the fugitive will pay for their actions. You complete this battle tactic at the end of your turn if 1 of the following is true:
- There are 3 or more friendly units in combat with the enemy fugitive.
- There is no enemy fugitive on the battlefield and 3 or more friendly units are contesting the same objective that is wholly outside friendly territory.
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BATTLE TACTICS CARD 6
As raging fire and death threatens to consume all, a hero will arise and a legend will be born.
AFFRAY: DARING RESCUE
The most respected warriors are those who willingly aid their allies. You complete this battle tactic at the end of your turn if an enemy unit that was in combat at the start of the turn was destroyed by a combat attack made by a friendly unit that charged this turn. | VICTORY POINTS | | | STRIKE: COMMAND FROM THE FRONT
Commanders must work in tandem to fuel the machine of war. You complete this battle tactic at the end of your turn if there are 2 or more friendly HEROES on the battlefield, all friendly HEROES are within 9" of a visible enemy unit and no friendly HEROES were slain this turn. | VICTORY POINTS | | | DOMINATION: HERO OF LEGEND
To complete a grand quest is to see one’s name go down in the annals of history. You complete this battle tactic at the end of your turn if you control an objective wholly outside your territory that you did not control at the start of the turn and a friendly HERO is contesting that objective. | VICTORY POINTS |
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Overview
The battleplan maps show the player territories and the locations where
terrain and
objectives should be placed on the battlefield.
Player Territories
Each battleplan map shows two
territories: one red (Attacker’s Territory) and one blue (Defender’s Territory).
Objectives Locations
The locations of
Aqshian objectives are indicated on the battleplan maps by the following icons.
Each icon represents the Aqshian objective including its
control zone. Where an objective icon is shown on the map, you must place the corresponding objective marker on the battlefield centred on the location of the objective icon shown on the map. For example, where the map shows a
Heidenhain objective icon, place a
Heidenhain objective on the battlefield in that location.
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| Battleplan 1 (Table 1) TWIST: Both players’ armies have the 'Secure the Gateway' ability. While you are the underdog, your army has the 'Determined Defenders' ability. SECURE THE GATEWAYEffect: While you control the Place of Power wholly within friendly territory, friendly units’ melee weapons have Anti-charge (+1 Rend) while they are contesting an objective you control.
DETERMINED DEFENDERSEffect: Add 3 to the control scores of friendly units while they are wholly outside enemy territory.
Each player scores victory points at the end of each of their turns as follows: - Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 2 (Table 1) TWIST: From the second battle round onwards, both players can use the following abilities:
EMBERSTONE-AUGMENTED WEAPONSDeclare: Pick a friendly unit that charged this turn and has any emberstone slivers to be the target. Effect: Pick 1 of the following effects to apply for the rest of the turn: - Add 1 to hit rolls for the target’s combat attacks.
- Add 1 to wound rolls for the target’s combat attacks.
Then, if you are the underdog, remove all of the target’s emberstone slivers. Otherwise, remove all emberstone slivers from each friendly unit.
EMBERSTONE CACHEDeclare: Pick a friendly unit contesting an objective you control to be the target. Effect: Give the target an emberstone sliver.
Each player scores victory points at the end of each of their turns as follows: - Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- In the first battle round, score 4 victory points if you control more objectives than your opponent.
- From the second battle round onwards, score 4 victory points if you control an objective that was controlled by your opponent at the start of the turn.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 3 (Table 1) TWIST: If you are the underdog, you must use the following ability. COLLAPSING PASSDeclare: Pick each objective to be the targets. Then, pick 1 of the targets to be the focus.
Effect: Roll a dice for each target. Add 1 to the roll for each unit (friendly and enemy) that is contesting it. If the target is the focus, you can add 3 to or subtract 3 from the roll. On a 8+, remove the target from the battlefield.
Each player scores victory points at the end of each of their turns as follows: - Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
- Score 3 victory points if there is no more than 1 objective on the battlefield and you control a non-FACTION TERRAIN terrain feature within enemy territory.
- Score 7 victory points if there are no objectives on the battlefield and you control more non-FACTION TERRAIN terrain features than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 4 (Table 1) TWIST: If you are the underdog, you can use the ’Shifting Passages’ ability. Both players can use the "Navigate the Tunnels" ability
SHIFTING PASSAGESDeclare: Pick 2 non- FACTION TERRAIN terrain features to be the targets. Effect: Remove all hidden passage tokens from the battlefield (if any). Then, give each target a hidden passage token.
NAVIGATE THE TUNNELSDeclare: Pick a friendly unit wholly within 6" of a terrain feature that has a hidden passage token to be the target. Effect: Remove the target from the battlefield and set it up again wholly within 6" of a different terrain feature that has a hidden passage token and more than 9" from all enemy units.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control any pairs of objectives.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 5 (Table 1) TWIST: While the battle round number is odd, the pair of Golden Lions  objectives is the coveted pair of objectives. While the battle round number is even, the pair of Sun Seekers  objectives is the coveted pair of objectives. If you are the underdog, you can use the following ability: ALL THE RAGEDeclare: Pick a pair of objectives to be the target. Effect: For the rest of the battle round, the target is the coveted pair of objectives instead of the other pair of objectives.
Each player scores victory points at the end of each of their turns as follows: - Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control the coveted pair of objectives.
- Score 4 victory points if you control more objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 6 (Table 1) TWIST: At the start of each battle round, the underdog must pick whether or not the ash-clouds are low-lying. If there is no underdog, the ash-clouds are low-lying.
The following passive ability applies this battle:
ROLLING ASH-CLOUDSEffect: While the ash-clouds are low-lying: - Units and MANIFESTATIONS cannot be set up in neutral territory.
- Units and MANIFESTATIONS cannot end a move within neutral territory unless they started that move wholly within neutral territory.
- Models and MANIFESTATIONS are not visible to other models more than 3" away unless a straight line can be drawn between any points on their bases that does not cross neutral territory.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 7 (Table 2) Each non- FACTION TERRAIN terrain feature must be set up within 12" of at least 1 other non- FACTION TERRAIN terrain feature. TWIST: If you are the underdog, you must use the following ability. SPREADING WARPFIREDeclare: If there are no flaming terrain features on the battlefield, pick a non- FACTION TERRAIN terrain feature to be the target. Otherwise, pick a non- FACTION TERRAIN terrain feature that is not flaming and that is within 12" of a flaming terrain feature to be the target. Effect: The target is flaming for the rest of the battle. Then, inflict D3 mortal damage on each unit (friendly and enemy) within 6" of any flaming terrain features.
Each player scores victory points at the end of each of their turns as follows: - Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control any pairs of objectives.
- Score 4 victory points if you control more objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 8 (Table 2) TWIST: At the start of the battle, the instability level is 1. Each time either player uses the ' Activate Place of Power' ability, add 1 to the instability level, to a maximum of 6. After deciding who will take the first turn, the underdog can use the following ability. ECHOES OF BLIGHT CITYDeclare: Pick an objective to be the target.
Effect: Inflict an amount of mortal damage on each unit (friendly and enemy) contesting the target equal to the Instability level. Then, reset the Instability level to 1.
Each player scores victory points at the end of each of their turns as follows: - Score 3 victory points if you control the Golden Lions
objective. - Score 3 victory points if you control the Sun Seekers
objective. - Score 4 victory points if you control more objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 9 (Table 2) TWIST: Both players can use the following abilities:
SEARCH THE RUINDeclare: Pick a friendly unit that does not have an emberstone nugget and is contesting a Sun Seekers objective to be the target. Effect: Give the target an emberstone nugget. If you are the underdog, the target can immediately move 6" but cannot end that move in combat. The target cannot use the ‘Back to Base Camp’ or ‘ Power Through’ ability for the rest of the turn.
BACK TO BASE CAMPDeclare: Pick a friendly unit that has an emberstone nugget, was not set up this turn and is contesting a Golden Lions objective to be the target. Effect: Remove the target’s emberstone nugget.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- In the first battle round, score 3 victory points if you control 2 or more objectives.
- From the second battle round onwards, score 3 victory points if you used the 'Back to Base Camp' ability this turn.
- Score 4 victory points if you control more objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 10 (Table 2) TWIST: At the start of the battle, all objectives are stable.
Both players must use the 'Tread Carefully' ability. Then, from the second battle round onwards, if you are the underdog, you can use the 'Violent Tremor' ability.
TREAD CAREFULLYDeclare: Pick an objective within friendly territory to be the target. Effect: The target is no longer stable.
VIOLENT TREMORDeclare: Pick a pair of objectives to be the targets. Effect: The stable target objective is no longer stable. The other target objective is stable instead.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 stable objective.
- Score 3 victory points if you control 2 or more stable objectives.
- Score 4 victory points if you control more stable objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 11 (Table 2) TWIST: If you are the underdog, you can use the following ability. TO THE SHIPS!Declare: Pick the Heldenhain  or a Sun Seekers objective to be the target. Effect: Remove the target from the battlefield.
Each player scores victory points at the end of each of their turns as follows: - Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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| Battleplan 12 (Table 2) TWIST: At the start of the battle, the Sun Seekers objective is the primary objective and the other objectives are secondary objectives.
If you are the underdog, you can use the following ability.
ARCANE CHARGEDeclare: Pick a Place of Power you control to be the target. Effect: Draw a straight line from the centre of the primary objective to the target. If that line crosses any secondary objectives, the first secondary objective that the line crosses is now the primary objective and all other objectives are now secondary objectives.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control the primary objective.
- Score 3 victory points if you control 2 or more secondary objectives.
- Score 4 victory points if you control more objectives than your opponent.
| | | |  | Obscuring Terrain |  | Place of Power |  | Area Terrain or Obstacle |
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