General's Handbook 2024-25
Matched play battlepack. 12 battleplans, 5 ability cards for the maker.
The Mortal Realms have been wounded. Warpflame irrevocably scours the land, and those places not stripped to nothingness are overrun with starving rodents. Many are claiming a new era has been ushered in – the Second Age of Chaos. Only leaders with unshakeable hearts can hope to reunite these people fractured by fear.
Make the General's Handbook 2024-25 cardsBattleplans
Border War · Focal Points · Starstrike · Shifting Objectives · Feral Foray · The Jaws of Gallet · Battle for the Pass · Scorched Earth · The Better Part of Valour · The Vice · Close to the Chest · Limited Resources
Border War
Battleplan 1 (Table 1)
Twist
Twist
Victory points scored by each player from controlling objectives are capped at a maximum of 6 per turn.
Add 1 to hit rolls for units in the underdog’s army if they charged this turn and are contesting the objective wholly within enemy territory.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control the objective wholly within friendly territory.
- Score 2 victory points for each objective on the border of friendly territory that you control.
- Score 5 victory points if you control the objective wholly within enemy territory.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are four gold circles indicating objectives: two on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge, and one at the centre of each player's territory.
This map layout can also be used for Focal Points, Shifting Objectives, The Jaws of Gallet and Battle for the Pass.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power to the left of the objective on the border between territories, a medium Area Terrain or Obstacle to the left of the objective in their territory, a small Area Terrain or Obstacle slightly above and to the right of the objective in their territory, and a medium Obscuring Terrain in the centre of the rightmost large quarter.
Lore
Two armies approach the same battlefield, determined to capture the vital ground that separates their territories and, if possible, strike deep into enemy territory.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are four gold circles indicating objectives: two on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge, and one at the centre of each player's territory.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power to the left of the objective on the border between territories, a medium Area Terrain or Obstacle to the left of the objective in their territory, a small Area Terrain or Obstacle slightly above and to the right of the objective in their territory, and a medium Obscuring Terrain in the centre of the rightmost large quarter.
Focal Points
Battleplan 2 (Table 1)
Twist
Twist
At the start of each battle round, after determining which player is the underdog and before players use any Start of Battle Round abilities, the underdog can change the central objective to be a home objective or flank objective until the start of the next battle round.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control at least 1 objective.
- Score 1 victory point if you control 2 or more objectives.
- Score 1 victory point if you control more objectives than your opponent.
- Score 3 victory points if you control 2 or more home objectives and/or 2 or more flank objectives.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves by a line that goes along the top of the most southwesterly small quarter, up the left side and along the top of the small quarter northeast of it, along the bottom and up the right side of the small quarter northeast of that, and along the bottom of the most northeasterly small quarter. The northern section is the attacker's territory; the southern section is the defender's territory.
There are five gold circles indicating objectives: one labelled Central Objective at the centre of the battlefield; one labelled Home Objective in each player's territory, equidistant from the centre of the battlefield and the long battlefield edge; and two labelled Flank Objective on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge.
This map layout can also be used for Border War, Shifting Objectives, The Jaws of Gallet, Battle for the Pass and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power on the border between territories diagonally right of the corner of the battlefield, a medium Obscuring Terrain to the left of the Home Objective, a small Area Terrain or Obstacle slightly above and to the right of the Home Objective, and a medium Area Terrain or Obstacle near the centre of the rightmost large quarter.
Lore
In this region, five focal points of geomantic energy are arranged in a square formation. Energy surges between these focal points, and it can be harnessed for use in rituals of awesome power.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves by a line that goes along the top of the most southwesterly small quarter, up the left side and along the top of the small quarter northeast of it, along the bottom and up the right side of the small quarter northeast of that, and along the bottom of the most northeasterly small quarter. The northern section is the attacker's territory; the southern section is the defender's territory.
There are five gold circles indicating objectives: one labelled Central Objective at the centre of the battlefield; one labelled Home Objective in each player's territory, equidistant from the centre of the battlefield and the long battlefield edge; and two labelled Flank Objective on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power on the border between territories diagonally right of the corner of the battlefield, a medium Obscuring Terrain to the left of the Home Objective, a small Area Terrain or Obstacle slightly above and to the right of the Home Objective, and a medium Area Terrain or Obstacle near the centre of the rightmost large quarter.
Starstrike
Battleplan 3 (Table 1)
Twist
Twist
At the start of the first battle round, after determining the active player, the active player must set up 1 objective on the boundary between both players’ territories.
At the start of the third battle round, after determining the active player, the active player must set up 1 objective on each of the long parallel lines in each player’s territories.
To determine the location of each objective, roll 2D6 and refer to the map below. Roll separately for each objective.
If an objective would be set up wholly or partially on a faction terrain feature, that terrain feature and any units on it are destroyed, then the objective is set up normally. If the objective would be set up wholly or partially on other terrain features, do not do so. Instead, inflict D6 mortal damage on each unit wholly or partially on that terrain feature (roll separately for each unit). The underdog can make the active player re-roll the dice when the mortal damage inflicted on each of the underdog’s units is being determined. Then, that terrain feature becomes an impact site. Control of an impact site terrain feature (Core Rules, 32.3) counts as control of an objective for the purposes of scoring victory points.
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 more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory. The border between territories is labelled Battle Round 1 Objective. The horizontal lines that bisect each player's territory are labelled Battle Round 3 Objective. There are six vertical lines that split the battlefield into eight equal segments; from left to right, these are labelled 2-3, 4-5, 6, 7, 8, 9-10, 11-12.
This map layout can also be used for Border War, Shifting Objectives, The Jaws of Gallet, Battle for the Pass and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins: debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a medium Obscuring Terrain slightly above and to the left of the centre of the leftmost large quarter, a small Area Terrain or Obstacle slightly below and to the right of that, a medium Obscuring Terrain to the left of the centre of the rightmost large quarter, and a small Area Terrain or Obstacle to the right of that.
Lore
In certain places in the Mortal Realms, the land is bombarded by fragments of magical ore that fall burning from the skies. These remnants of stars are coveted by ambitious warlords, as they can be used to forge deadly blades that will cut through any armour.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory. The border between territories is labelled Battle Round 1 Objective. The horizontal lines that bisect each player's territory are labelled Battle Round 3 Objective. There are six vertical lines that split the battlefield into eight equal segments; from left to right, these are labelled 2-3, 4-5, 6, 7, 8, 9-10, 11-12.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a medium Obscuring Terrain slightly above and to the left of the centre of the leftmost large quarter, a small Area Terrain or Obstacle slightly below and to the right of that, a medium Obscuring Terrain to the left of the centre of the rightmost large quarter, and a small Area Terrain or Obstacle to the right of that.
Shifting Objectives
Battleplan 4 (Table 1)
Twist
Twist
At the start of each battle round, after determining the active player, the active player must roll a D3 to determine which objective is the primary objective for that battle round. The other 2 objectives are the secondary objectives for that battle round.
The underdog can make the active player re-roll the dice to determine which objective is the primary objective.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point for each secondary objective that
you control.
- Score 2 victory points if you control the primary objective.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the most northeasterly small quarter and the two small quarters west of it. The defender's territory comprises the most southwesterly small quarter and the two small quarters east of it. The rest is neutral territory.
There are three gold circles indicating objectives: one labelled with a 1 on the central horizontal line, equidistant from the centre of the battlefield and the western short battlefield edge; one labelled with a 2 at the centre of the battlefield; and one labelled with a 3 on the central horizontal line, equidistant from the centre of the battlefield and the eastern short battlefield edge.
This map layout can also be used for Border War, Focal Points, The Jaws of Gallet, Battle for the Pass and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing their territory, from left to right, there is a small Area Terrain or Obstacle on the central horizontal line to the left of the objective, a medium Obscuring Terrain to the right of the centre of the leftmost large quarter, a small Area Terrain or Obstacle diagonally right of the central objective, and a medium Place of Power in the centre of the rightmost large quarter.
Lore
In order to be successful, a general must learn to react with lightning swiftness to the changing conditions of battle, striking with all their might first in one direction and then in another in order to ensure victory.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the most northeasterly small quarter and the two small quarters west of it. The defender's territory comprises the most southwesterly small quarter and the two small quarters east of it. The rest is neutral territory.
There are three gold circles indicating objectives: one labelled with a 1 on the central horizontal line, equidistant from the centre of the battlefield and the western short battlefield edge; one labelled with a 2 at the centre of the battlefield; and one labelled with a 3 on the central horizontal line, equidistant from the centre of the battlefield and the eastern short battlefield edge.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing their territory, from left to right, there is a small Area Terrain or Obstacle on the central horizontal line to the left of the objective, a medium Obscuring Terrain to the right of the centre of the leftmost large quarter, a small Area Terrain or Obstacle diagonally right of the central objective, and a medium Place of Power in the centre of the rightmost large quarter.
Feral Foray
Battleplan 5 (Table 1)
Twist
Twist
At the start of the battle round, each player can raid 1 objective they control in enemy territory. An objective that has been raided cannot be contested or controlled this battle round. The underdog can raid an objective in enemy territory that they contest but do not control.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
This map layout can also be used for The Better Part of Valour and Close to the Chest.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins: debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power slightly above and to the left of the leftmost objective, a medium Obscuring Terrain slightly above and to the left of the central objective, a medium Obscuring Terrain slightly below and to the right of the central objective, and a small Area Terrain or Obstacle above the rightmost objective.
Lore
A major road is littered with the remains of convoys preyed upon by beasts of the wild. Often, supplies remain amidst the ruins, and so two armies have arrived, each seeking to carry off the abandoned loot before their enemy can do the same.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power slightly above and to the left of the leftmost objective, a medium Obscuring Terrain slightly above and to the left of the central objective, a medium Obscuring Terrain slightly below and to the right of the central objective, and a small Area Terrain or Obstacle above the rightmost objective.
The Jaws of Gallet
Battleplan 6 (Table 1)
Twist
Twist
From the second battle round, at the end of their turn, after scoring victory points, the underdog can pick 1 objective. That objective is removed from play. If there is no underdog, no objective is removed.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the most northeasterly small quarter, the two small quarters west of it and the two small quarters south of it. The defender's territory comprises the most southwesterly small quarter, the two small quarters east of it and the two small quarters north of it. The rest is neutral territory.
There are five gold circles indicating objectives: one at the centre of the battlefield and one in the centre of each large quarter.
This map layout can also be used for Border War, Focal Points, Shifting Objectives, Battle for the Pass and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a small Area Terrain or Obstacle diagonally right of the corner of the battlefield, a small Area Terrain or Obstacle diagonally left of the central objective, a medium Place of Power diagonally right of the central objective, and a medium Obscuring Terrain on the central horizontal line in their opponent's territory.
Lore
In Ghur, the land itself is possessed of a hungry animus. This is particularly evident in Gallet, where sinkholes open up with perilous frequency, swallowing in moments assets that had been acquired at a steep cost in blood.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the most northeasterly small quarter, the two small quarters west of it and the two small quarters south of it. The defender's territory comprises the most southwesterly small quarter, the two small quarters east of it and the two small quarters north of it. The rest is neutral territory.
There are five gold circles indicating objectives: one at the centre of the battlefield and one in the centre of each large quarter.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a small Area Terrain or Obstacle diagonally right of the corner of the battlefield, a small Area Terrain or Obstacle diagonally left of the central objective, a medium Place of Power diagonally right of the central objective, and a medium Obscuring Terrain on the central horizontal line in their opponent's territory.
Battle for the Pass
Battleplan 1 (Table 2)
Twist
Twist
Victory points scored by each player from controlling objectives are capped at a maximum of 6 per turn.
The underdog can add 2 to the control scores of friendly non-HERO units.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control the objective wholly within friendly territory.
- Score 2 victory points for each objective on the border of friendly territory that you control.
- Score 5 victory points if you control the objective wholly within enemy territory.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the northwestern large quarter and the two small quarters immediately south of it. The defender's territory comprises the southeastern large quarter and the two small quarters immediately north of it. The rest is neutral territory.
There are four gold circles indicating objectives: two on the central horizontal line, each equidistant from the centre of the battlefield and a different short battlefield edge, and two on the border between territories, each equidistant from the centre of the battlefield and a different long battlefield edge.
This map layout can also be used for Border War, Focal Points, Shifting Objectives, The Jaws of Gallet and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a medium Obscuring Terrain in the centre of the leftmost large quarter, a small Place of Power below and to the right of that, a medium Area Terrain or Obstacle diagonally left of the objective in their territory, and a small Area Terrain or Obstacle to the right of the centre of the rightmost large quarter.
Lore
Many kingdoms in the Mortal Realms are separated by towering mountain ranges that can only be navigated by traversing a narrow pass. These defiles are of vital strategic importance, and many blood battles are fought over their control.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the northwestern large quarter and the two small quarters immediately south of it. The defender's territory comprises the southeastern large quarter and the two small quarters immediately north of it. The rest is neutral territory.
There are four gold circles indicating objectives: two on the central horizontal line, each equidistant from the centre of the battlefield and a different short battlefield edge, and two on the border between territories, each equidistant from the centre of the battlefield and a different long battlefield edge.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a medium Obscuring Terrain in the centre of the leftmost large quarter, a small Place of Power below and to the right of that, a medium Area Terrain or Obstacle diagonally left of the objective in their territory, and a small Area Terrain or Obstacle to the right of the centre of the rightmost large quarter.
Scorched Earth
Battleplan 2 (Table 2)
Twist
Twist
From the second battle round, at the end of their turn, after scoring victory points, the active player can pick 1 objective that is wholly within enemy territory, that they control and that is being contested by any of their units. That objective is removed from play.
At the start of each battle round, the underdog can pick 1 objective in their territory that they control. Until the end of that battle round, they can subtract 5 from the control scores of enemy units contesting that objective, to a minimum of 1.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Obscuring Terrain slightly below and to the right of the leftmost objective, a medium Area Terrain or Obstacle halfway between the two centre-most objectives, a medium Obscuring Terrain slightly above and to the left of the rightmost objective, and a small Area Terrain or Obstacle above the rightmost objective.
Lore
Sometimes battles are fought not to destroy the enemy but to seize their resources and carry them off. Raiding parties will strike into enemy territory, capturing an objective and searching for any hidden treasures, before razing what remains to the ground to deny its use to the enemy.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Obscuring Terrain slightly below and to the right of the leftmost objective, a medium Area Terrain or Obstacle halfway between the two centre-most objectives, a medium Obscuring Terrain slightly above and to the left of the rightmost objective, and a small Area Terrain or Obstacle above the rightmost objective.
The Better Part of Valour
Battleplan 3 (Table 2)
Twist
Twist
Each time an enemy unit contesting an objective is destroyed by a FIGHT ability used by a friendly non-HERO unit contesting the same objective, that friendly unit gains the DOMINANT keyword. If that friendly unit stops contesting that objective, it is no longer DOMINANT.
Add 10 to the control scores of DOMINANT units.
Add 1 to hit rolls for combat attacks made by units in the underdog’s army that target a DOMINANT unit.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
This map layout can also be used for Feral Foray and Close to the Chest.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins: debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle slightly below and to the left of the leftmost objective, a medium Place of Power slightly above and to the left of the central objective, a medium Obscuring Terrain slightly below and to the right of the central objective, and a small Area Terrain or Obstacle slightly above and to the right of the rightmost objective.
Lore
It is important to learn when to hold on in order to ensure victory and when to fall back in the face of unbeatable odds. A battle can be decided by the general who is most capable of resolving this difficult dilemma.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle slightly below and to the left of the leftmost objective, a medium Place of Power slightly above and to the left of the central objective, a medium Obscuring Terrain slightly below and to the right of the central objective, and a small Area Terrain or Obstacle slightly above and to the right of the rightmost objective.
The Vice
Battleplan 4 (Table 2)
Twist
Twist
At the start of the second battle round, after determining which player is the active player, the active player must remove the 4 starting objectives and set up a new objective at each of the next locations shown on the map.
At the start of the fourth battle round, after determining which player is the active player, the active player must remove the 4 objectives and set up 1 new objective in the location shown in the centre of the map.
At the end of their turn, the underdog can pick 1 objective. Inflict D3 mortal damage on each unit contesting that objective (roll separately for each unit).
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- In battle rounds 4 and 5 only, score 2 victory points if there are no enemy units within 6" of the remaining objective.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are four gold circles, one on each corner of the battlefield, indicating starting objectives. There are arrows pointing diagonally from each corner of the battlefield to a semi-transparent gold circle at the centre of each large quarter, then there are arrows pointing diagonally from the centre of each large quarter to a semi-transparent gold circle at the centre of the battlefield.
This map layout can also be used for Border War, Focal Points, Shifting Objectives, The Jaws of Gallet and Battle for the Pass.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle slightly below and to the left of the centre of the leftmost large quarter, a medium Area Terrain or Obstacle diagonally left of the centre of the battlefield, a small Place of Power diagonally right of the centre of the battlefield, and a medium Obscuring Terrain on the border between territories, diagonally right of the centre of the rightmost large quarter.
Lore
Two forces have come to blows amidst the shadows of an ancient crevasse. As the battle unfolds, both generals discover that the chasm is gradually closing in around them. Victory here must be swift for any hope of escape.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are four gold circles, one on each corner of the battlefield, indicating starting objectives. There are arrows pointing diagonally from each corner of the battlefield to a semi-transparent gold circle at the centre of each large quarter, then there are arrows pointing diagonally from the centre of each large quarter to a semi-transparent gold circle at the centre of the battlefield.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle slightly below and to the left of the centre of the leftmost large quarter, a medium Area Terrain or Obstacle diagonally left of the centre of the battlefield, a small Place of Power diagonally right of the centre of the battlefield, and a medium Obscuring Terrain on the border between territories, diagonally right of the centre of the rightmost large quarter.
Close to the Chest
Battleplan 5 (Table 2)
Twist
Twist
At the start of each turn, the player who is not the active player must pick 1 objective in their territory to be the primary objective until the start of the next turn.
At the start of their turn, after their opponent has picked the primary objective, the underdog can roll a dice. On a 5+, their opponent must pick a different objective to be the primary objective for that turn.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control at least 1 objective.
- Score 1 victory point if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 2 victory points if you control the primary objective.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the northwestern large quarter, the two small quarters immediately east of it and the small quarter north of the most southwesterly small quarter. The defender's territory comprises the southeastern large quarter, the two small quarters immediately west of it and the small quarter south of the most northeasterly small quarter. The rest is neutral territory.
There are six gold circles indicating objectives: two on the central vertical line, each equidistant from the centre of the battlefield and a different long battlefield edge, and one in the centre of each large quarter.
This map layout can also be used for Feral Foray and The Better Part of Valour.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map.It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a medium Obscuring Terrain on the central horizontal line, left of the centre of the leftmost large quarter; a small Obscuring Terrain slightly below and to the left of the central objective; a medium Place of Power slightly above and to the right of the central objective; and a small Area Terrain or Obstacle diagonally left of the corner of the battlefield.
Lore
This vast cavern is rich in treasures, though your learned advisors inform you that some are more valuable than others. Seize what you can, and make use of your runners to ensure that the most lucrative artefacts do not fall into the enemy’s hands.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the northwestern large quarter, the two small quarters immediately east of it and the small quarter north of the most southwesterly small quarter. The defender's territory comprises the southeastern large quarter, the two small quarters immediately west of it and the small quarter south of the most northeasterly small quarter. The rest is neutral territory.
There are six gold circles indicating objectives: two on the central vertical line, each equidistant from the centre of the battlefield and a different long battlefield edge, and one in the centre of each large quarter.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map.It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a medium Obscuring Terrain on the central horizontal line, left of the centre of the leftmost large quarter; a small Obscuring Terrain slightly below and to the left of the central objective; a medium Place of Power slightly above and to the right of the central objective; and a small Area Terrain or Obstacle diagonally left of the corner of the battlefield.
Limited Resources
Battleplan 6 (Table 2)
Twist
Twist
When a player gains control of an objective, they start to extract resources from it. After scoring victory points, if the active player controls an objective that they controlled at the end of their previous turn, they have extracted all the resources from that objective. For the rest of the battle, that player cannot control that objective.
Once a player has extracted all of the resources from an objective, they can still contest it to prevent their opponent from controlling it, but they do not and cannot control it themselves.
The underdog can add 3 to the control scores of friendly units that are contesting an objective from which they are extracting resources.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: two on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge; two on the horizontal line bisecting the attacker's territory, northeast of the objectives on the border between territories; and two on the horizontal line bisecting the defender's territory, southwest of the objectives on the border between territories.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle above the leftmost objective, a medium Area Terrain or Obstacle halfway between both objectives in their territory, a small Area Terrain or Obstacle slightly above and to the right of that, and a medium Obscuring Terrain in the centre of the rightmost large quarter.
Lore
Wracked with lightning and viridian fire, the realms suffer for the clashing of their denizens. Resources dwindle, burnt away or stolen by perfidious ratmen. The little that remains is a tantalising prize indeed. For your armies to thrive and your goals to be furthered, you must march deep into the ravaged lands and seize what is rightfully yours.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: two on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge; two on the horizontal line bisecting the attacker's territory, northeast of the objectives on the border between territories; and two on the horizontal line bisecting the defender's territory, southwest of the objectives on the border between territories.
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle above the leftmost objective, a medium Area Terrain or Obstacle halfway between both objectives in their territory, a small Area Terrain or Obstacle slightly above and to the right of that, and a medium Obscuring Terrain in the centre of the rightmost large quarter.
Rules
The Player's Code
Cardinal Rules
- Always be polite and respectful.
- Always tell the truth and never cheat.
Principles
- Arrive on time with all of the things you need to play the game.
- Give your opponent the chance to examine your dice rolls before picking up the dice.
- Make a respectful gesture to your opponent before and after the game, such as offering a handshake, wishing them good luck, etc.
- Avoid using language your opponent might find offensive.
- Ask your opponent’s permission if you wish to use unpainted models or substitute models.
- Ask permission before touching any of your opponent’s miniatures.
- Offer your opponent a chance to examine your army roster before the battle starts.
- Remind your opponent about rules they may have forgotten to use or that they have used incorrectly, especially when doing so is to your opponent’s advantage rather than your own.
- Never deliberately waste time during a game.
- Avoid distracting an opponent when they are trying to concentrate, and be careful to respect their personal space.
- Answer any questions your opponent has about your army and the rules that apply to your army.
- Never complain about your bad luck or your opponent’s good luck.
- Measure moves and distances carefully and accurately.
- Never fix the outcome of a game.
Matched Play Battlepack
1. Pick Your Armies
Each player picks an army using the rules in Army Composition (Advanced Rules).
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.
Two tables labelled battleplan table 1 and battleplan table 2. Each table has two columns with the headers D6 and Battleplan.
Battleplan table 1 has six rows as follows: 1, Border War. 2, Focal Points. 3, Starstrike. 4, Shifting Objectives. 5, Feral Foray. 6, The Jaws of Gallet.
Battleplan table 2 has six rows as follows: 1, Battle for the Pass. 2, Scorched Earth. 3, The Better Part of Valour. 4, The Vice. 5, Close to the Chest. 6, Limited Resources.
3. Set up the Battlefield
The players roll off. The winner chooses which player is the attacker and which is the defender.
Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map. 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.
After 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 more victory points 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, when picking battle tactics to attempt, you must pick from the battle tactics in this battlepack.
When you pick a battle tactic, you must reveal your choice to your opponent. If the battle tactic instructs you to pick something, you must tell your opponent what you pick. You cannot pick the same battle tactic more than once per battle.
If a battle tactic has a Grand Alliance keyword (ORDER, CHAOS, DEATH, DESTRUCTION), you cannot pick that battle tactic unless your general has that keyword.
Advanced Rules
In addition to the Core Rules and the Season Rules 2024-25, this battlepack uses the following Advanced Rules:
- Commands
- Terrain
- Magic
- Army Composition
- Command Models
- Battle Tactics
Battlefield Size
The battleplans in the Battleplan section have been designed for 1000 or 2000 point battles.
For a 1000 point battle, we recommend a 30" × 44" battlefield with 4 terrain features.
For a 2000 point battle, we recommend a 44" × 60" battlefield with 8 terrain features.
If you have agreed on a points limit outside these bounds, feel free to adjust the battlefield size and number of terrain features appropriately.
Matched Play Publications 2024-25
Introduction
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 2024-25
- Warhammer Age of Sigmar Faction Packs
- Battle Profiles 2024-25
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.
Occasionally, we release a battletome in a box with a selection of new and existing miniatures from that faction. We call these boxes ‘army sets’, and these can be available to purchase before the battletome and the new miniatures go on sale separately. To ensure a level playing field, a battletome released in an army set will not be legal to use in Warhammer Age of Sigmar Matched Play battles until that battletome is on general sale. This also means that the single-use code found in the battletome that grants access to the faction’s data on the Warhammer Age of Sigmar app will not work until the battletome is on general sale.
Digital Updates
We 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.
Battlescrolls
Battlescrolls 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 official Warhammer Age of Sigmar events.
Errata
Periodically, 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.
Season Rules 2024-25
Taking a Double Turn
If the player who went second in the previous battle round wins the priority roll and chooses to go first, this is called ‘taking a double turn’.
Seizing The Initiative
When a player takes a double turn and they are not behind by 6 or more victory points, this is called ‘seizing the initiative’. The first time in a battle that a player seizes the initiative, the rules for determining the underdog change: for the rest of the battle, the underdog is always the opponent of the player who most recently seized the initiative.
Battle Tactics
Players who take a double turn while they are behind by 6 or more victory points can still use the ‘Tactical Gambit’ ability to pick a battle tactic.
Honour Guard
Each player can use one of the following HONOUR GUARD abilities in each battle. When using that ability, they must pick a unit in their general’s regiment to be the honour guard.
Regimented Forces
If a player has more regiments than their opponent, they can use a second, different HONOUR GUARD ability, but they must pick a unit that is in a different regiment that is not led by the general to be the honour guard for that ability. You cannot pick units in a Regiment of Renown to be an honour guard. If you chose not to pick an honour guard unit in your general’s regiment, you can still pick an honour guard unit for a different regiment as described above.
Lore
A wise general surrounds themselves with trusted veterans, warriors whose battlefield exploits are renowned amongst their peers.
Declare: Pick a friendly unit in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: Pick 1 of the following weapon abilities: • Anti-INFANTRY (+1 Rend) • Anti-CAVALRY (+1 Rend) • Anti-MONSTER (+1 Rend) • Anti-WAR MACHINE (+1 Rend) • Anti-BEAST (+1 Rend) In any turn in which that honour guard charged, that unit’s melee weapons have the weapon ability you picked.
Honour Guard
Declare: Pick a friendly unit in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: Add 1 to hit rolls and wound rolls for attacks made by that honour guard unit that target the enemy general, or the enemy honour guard if it is in the enemy general’s regiment, if the target of the attack is within 12".
Honour Guard
Declare: Pick a friendly unit in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: Subtract 1 from the Attacks characteristic of enemy units’ melee weapons while they are in combat with the unit leading that regiment if both of the following are true: • That regiment’s honour guard is wholly within 6" of the leader of that regiment. • Neither that regiment’s honour guard nor the regiment’s leader charged this turn.
Honour Guard
Declare: Pick a friendly non-FLY INFANTRY HERO in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: Add 2" to the Move characteristic of friendly non-FLY INFANTRY units while they are wholly within 12" of the honour guard.
Honour Guard
Declare: Pick a friendly non-UNIQUE MONSTER unit that has not been reinforced and which is in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: That unit can ignore the effects of the ‘Battle Damaged’ ability. In addition, add 1 to hit rolls for combat attacks made by the honour guard. This ability also affects Companion weapons.
Honour Guard
Universal Battle Tactics
Do Not Waver
You complete this battle tactic at the end of your turn if 2 or more friendly units fought this turn and no friendly units were destroyed this turn.
Take Their Land
Pick a terrain feature wholly or partially within enemy territory and wholly outside friendly territory. You complete this battle tactic if you control that terrain feature at the end of your turn.
Slay the Entourage
Pick a unit in the enemy general’s regiment. You complete this battle tactic if that unit is destroyed this turn.
Seize the Centre
You complete this battle tactic at the end of your turn if 2 or more friendly units are within 3" of the centre of the battlefield and are not in combat.
Attack on Two Fronts
You complete this battle tactic at the end of your turn if you control 2 or more objectives that you did not control at the start of your turn and at least 1 of those objectives was controlled by your opponent at the start of your turn.
Take the Flanks
You complete this battle tactic at the end of your turn if you have at least 1 friendly unit within 6" of each short battlefield edge, none of those units are wholly within friendly territory, and none of those units were set up this turn.
Order Battle Tactics
Reclaim the Realms
You complete this battle tactic at the end of your turn if there are 1 or more friendly units wholly within each quarter of the battlefield and more than 6" from all enemy units.
Keywords: ORDER
Slay the Tyrants
You complete this battle tactic at the end of your turn if an enemy HERO was slain this turn by a combat attack made by a friendly unit.
Keywords: ORDER
Chaos Battle Tactics
Offering of Carnage
You complete this battle tactic at the end of your turn if 2 or more enemy units were destroyed this turn.
Keywords: CHAOS
Ordained Charge
Pick an objective controlled by your opponent. You complete this battle tactic at the end of your turn if 2 or more friendly units charged this turn, 1 or more of those units are contesting that objective, and you control that objective.
Keywords: CHAOS
Death Battle Tactics
Marked for the Grave
Pick a non-HERO enemy unit that has not had any models slain this battle. If there are no non-HERO enemy units on the battlefield, you can pick any enemy unit. You complete this battle tactic at the end of your turn if that unit is destroyed this turn.
Keywords: DEATH
Inevitable Demise
You complete this battle tactic at the end of your turn if 2 or more friendly units are wholly within enemy territory and more than 9" from all enemy units, and none of those units were set up this turn.
Keywords: DEATH
Destruction Battle Tactics
Time to get Stuck in!
Pick 3 friendly units that are not in combat and are wholly within friendly territory. You complete this battle tactic at the end of your turn if each of those units is wholly outside your territory and used a FIGHT ability this turn.
Keywords: DESTRUCTION
The Kunnin' Approach
Pick an enemy unit that is in combat and a friendly unit that is not in combat. You complete this battle tactic at the end of your turn if that friendly unit was in combat with that enemy unit this turn and that enemy unit was destroyed this turn.
Keywords: DESTRUCTION
Battleplans
Border War
Battleplan 1 (Table 1)
Twist
Victory points scored by each player from controlling objectives are capped at a maximum of 6 per turn.
Add 1 to hit rolls for units in the underdog’s army if they charged this turn and are contesting the objective wholly within enemy territory.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control the objective wholly within friendly territory.
- Score 2 victory points for each objective on the border of friendly territory that you control.
- Score 5 victory points if you control the objective wholly within enemy territory.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are four gold circles indicating objectives: two on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge, and one at the centre of each player's territory.
This map layout can also be used for Focal Points, Shifting Objectives, The Jaws of Gallet and Battle for the Pass.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power to the left of the objective on the border between territories, a medium Area Terrain or Obstacle to the left of the objective in their territory, a small Area Terrain or Obstacle slightly above and to the right of the objective in their territory, and a medium Obscuring Terrain in the centre of the rightmost large quarter.
Lore
Two armies approach the same battlefield, determined to capture the vital ground that separates their territories and, if possible, strike deep into enemy territory.
Focal Points
Battleplan 2 (Table 1)
Twist
At the start of each battle round, after determining which player is the underdog and before players use any Start of Battle Round abilities, the underdog can change the central objective to be a home objective or flank objective until the start of the next battle round.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control at least 1 objective.
- Score 1 victory point if you control 2 or more objectives.
- Score 1 victory point if you control more objectives than your opponent.
- Score 3 victory points if you control 2 or more home objectives and/or 2 or more flank objectives.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves by a line that goes along the top of the most southwesterly small quarter, up the left side and along the top of the small quarter northeast of it, along the bottom and up the right side of the small quarter northeast of that, and along the bottom of the most northeasterly small quarter. The northern section is the attacker's territory; the southern section is the defender's territory.
There are five gold circles indicating objectives: one labelled Central Objective at the centre of the battlefield; one labelled Home Objective in each player's territory, equidistant from the centre of the battlefield and the long battlefield edge; and two labelled Flank Objective on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge.
This map layout can also be used for Border War, Shifting Objectives, The Jaws of Gallet, Battle for the Pass and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power on the border between territories diagonally right of the corner of the battlefield, a medium Obscuring Terrain to the left of the Home Objective, a small Area Terrain or Obstacle slightly above and to the right of the Home Objective, and a medium Area Terrain or Obstacle near the centre of the rightmost large quarter.
Lore
In this region, five focal points of geomantic energy are arranged in a square formation. Energy surges between these focal points, and it can be harnessed for use in rituals of awesome power.
Starstrike
Battleplan 3 (Table 1)
Twist
At the start of the first battle round, after determining the active player, the active player must set up 1 objective on the boundary between both players’ territories.
At the start of the third battle round, after determining the active player, the active player must set up 1 objective on each of the long parallel lines in each player’s territories.
To determine the location of each objective, roll 2D6 and refer to the map below. Roll separately for each objective.
If an objective would be set up wholly or partially on a faction terrain feature, that terrain feature and any units on it are destroyed, then the objective is set up normally. If the objective would be set up wholly or partially on other terrain features, do not do so. Instead, inflict D6 mortal damage on each unit wholly or partially on that terrain feature (roll separately for each unit). The underdog can make the active player re-roll the dice when the mortal damage inflicted on each of the underdog’s units is being determined. Then, that terrain feature becomes an impact site. Control of an impact site terrain feature (Core Rules, 32.3) counts as control of an objective for the purposes of scoring victory points.
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 more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory. The border between territories is labelled Battle Round 1 Objective. The horizontal lines that bisect each player's territory are labelled Battle Round 3 Objective. There are six vertical lines that split the battlefield into eight equal segments; from left to right, these are labelled 2-3, 4-5, 6, 7, 8, 9-10, 11-12.
This map layout can also be used for Border War, Shifting Objectives, The Jaws of Gallet, Battle for the Pass and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins: debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a medium Obscuring Terrain slightly above and to the left of the centre of the leftmost large quarter, a small Area Terrain or Obstacle slightly below and to the right of that, a medium Obscuring Terrain to the left of the centre of the rightmost large quarter, and a small Area Terrain or Obstacle to the right of that.
Lore
In certain places in the Mortal Realms, the land is bombarded by fragments of magical ore that fall burning from the skies. These remnants of stars are coveted by ambitious warlords, as they can be used to forge deadly blades that will cut through any armour.
Shifting Objectives
Battleplan 4 (Table 1)
Twist
At the start of each battle round, after determining the active player, the active player must roll a D3 to determine which objective is the primary objective for that battle round. The other 2 objectives are the secondary objectives for that battle round.
The underdog can make the active player re-roll the dice to determine which objective is the primary objective.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point for each secondary objective that
you control.
- Score 2 victory points if you control the primary objective.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the most northeasterly small quarter and the two small quarters west of it. The defender's territory comprises the most southwesterly small quarter and the two small quarters east of it. The rest is neutral territory.
There are three gold circles indicating objectives: one labelled with a 1 on the central horizontal line, equidistant from the centre of the battlefield and the western short battlefield edge; one labelled with a 2 at the centre of the battlefield; and one labelled with a 3 on the central horizontal line, equidistant from the centre of the battlefield and the eastern short battlefield edge.
This map layout can also be used for Border War, Focal Points, The Jaws of Gallet, Battle for the Pass and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing their territory, from left to right, there is a small Area Terrain or Obstacle on the central horizontal line to the left of the objective, a medium Obscuring Terrain to the right of the centre of the leftmost large quarter, a small Area Terrain or Obstacle diagonally right of the central objective, and a medium Place of Power in the centre of the rightmost large quarter.
Lore
In order to be successful, a general must learn to react with lightning swiftness to the changing conditions of battle, striking with all their might first in one direction and then in another in order to ensure victory.
Feral Foray
Battleplan 5 (Table 1)
Twist
At the start of the battle round, each player can raid 1 objective they control in enemy territory. An objective that has been raided cannot be contested or controlled this battle round. The underdog can raid an objective in enemy territory that they contest but do not control.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
This map layout can also be used for The Better Part of Valour and Close to the Chest.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins: debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Place of Power slightly above and to the left of the leftmost objective, a medium Obscuring Terrain slightly above and to the left of the central objective, a medium Obscuring Terrain slightly below and to the right of the central objective, and a small Area Terrain or Obstacle above the rightmost objective.
Lore
A major road is littered with the remains of convoys preyed upon by beasts of the wild. Often, supplies remain amidst the ruins, and so two armies have arrived, each seeking to carry off the abandoned loot before their enemy can do the same.
The Jaws of Gallet
Battleplan 6 (Table 1)
Twist
From the second battle round, at the end of their turn, after scoring victory points, the underdog can pick 1 objective. That objective is removed from play. If there is no underdog, no objective is removed.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the most northeasterly small quarter, the two small quarters west of it and the two small quarters south of it. The defender's territory comprises the most southwesterly small quarter, the two small quarters east of it and the two small quarters north of it. The rest is neutral territory.
There are five gold circles indicating objectives: one at the centre of the battlefield and one in the centre of each large quarter.
This map layout can also be used for Border War, Focal Points, Shifting Objectives, Battle for the Pass and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a small Area Terrain or Obstacle diagonally right of the corner of the battlefield, a small Area Terrain or Obstacle diagonally left of the central objective, a medium Place of Power diagonally right of the central objective, and a medium Obscuring Terrain on the central horizontal line in their opponent's territory.
Lore
In Ghur, the land itself is possessed of a hungry animus. This is particularly evident in Gallet, where sinkholes open up with perilous frequency, swallowing in moments assets that had been acquired at a steep cost in blood.
Battle for the Pass
Battleplan 1 (Table 2)
Twist
Victory points scored by each player from controlling objectives are capped at a maximum of 6 per turn.
The underdog can add 2 to the control scores of friendly non-HERO units.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control the objective wholly within friendly territory.
- Score 2 victory points for each objective on the border of friendly territory that you control.
- Score 5 victory points if you control the objective wholly within enemy territory.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the northwestern large quarter and the two small quarters immediately south of it. The defender's territory comprises the southeastern large quarter and the two small quarters immediately north of it. The rest is neutral territory.
There are four gold circles indicating objectives: two on the central horizontal line, each equidistant from the centre of the battlefield and a different short battlefield edge, and two on the border between territories, each equidistant from the centre of the battlefield and a different long battlefield edge.
This map layout can also be used for Border War, Focal Points, Shifting Objectives, The Jaws of Gallet and The Vice.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a medium Obscuring Terrain in the centre of the leftmost large quarter, a small Place of Power below and to the right of that, a medium Area Terrain or Obstacle diagonally left of the objective in their territory, and a small Area Terrain or Obstacle to the right of the centre of the rightmost large quarter.
Lore
Many kingdoms in the Mortal Realms are separated by towering mountain ranges that can only be navigated by traversing a narrow pass. These defiles are of vital strategic importance, and many blood battles are fought over their control.
Scorched Earth
Battleplan 2 (Table 2)
Twist
From the second battle round, at the end of their turn, after scoring victory points, the active player can pick 1 objective that is wholly within enemy territory, that they control and that is being contested by any of their units. That objective is removed from play.
At the start of each battle round, the underdog can pick 1 objective in their territory that they control. Until the end of that battle round, they can subtract 5 from the control scores of enemy units contesting that objective, to a minimum of 1.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Obscuring Terrain slightly below and to the right of the leftmost objective, a medium Area Terrain or Obstacle halfway between the two centre-most objectives, a medium Obscuring Terrain slightly above and to the left of the rightmost objective, and a small Area Terrain or Obstacle above the rightmost objective.
Lore
Sometimes battles are fought not to destroy the enemy but to seize their resources and carry them off. Raiding parties will strike into enemy territory, capturing an objective and searching for any hidden treasures, before razing what remains to the ground to deny its use to the enemy.
The Better Part of Valour
Battleplan 3 (Table 2)
Twist
Each time an enemy unit contesting an objective is destroyed by a FIGHT ability used by a friendly non-HERO unit contesting the same objective, that friendly unit gains the DOMINANT keyword. If that friendly unit stops contesting that objective, it is no longer DOMINANT.
Add 10 to the control scores of DOMINANT units.
Add 1 to hit rolls for combat attacks made by units in the underdog’s army that target a DOMINANT unit.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: one in the centre of each player's territory and one in the centre of each large quarter.
This map layout can also be used for Feral Foray and Close to the Chest.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins: debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle slightly below and to the left of the leftmost objective, a medium Place of Power slightly above and to the left of the central objective, a medium Obscuring Terrain slightly below and to the right of the central objective, and a small Area Terrain or Obstacle slightly above and to the right of the rightmost objective.
Lore
It is important to learn when to hold on in order to ensure victory and when to fall back in the face of unbeatable odds. A battle can be decided by the general who is most capable of resolving this difficult dilemma.
The Vice
Battleplan 4 (Table 2)
Twist
At the start of the second battle round, after determining which player is the active player, the active player must remove the 4 starting objectives and set up a new objective at each of the next locations shown on the map.
At the start of the fourth battle round, after determining which player is the active player, the active player must remove the 4 objectives and set up 1 new objective in the location shown in the centre of the map.
At the end of their turn, the underdog can pick 1 objective. Inflict D3 mortal damage on each unit contesting that objective (roll separately for each unit).
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- In battle rounds 4 and 5 only, score 2 victory points if there are no enemy units within 6" of the remaining objective.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are four gold circles, one on each corner of the battlefield, indicating starting objectives. There are arrows pointing diagonally from each corner of the battlefield to a semi-transparent gold circle at the centre of each large quarter, then there are arrows pointing diagonally from the centre of each large quarter to a semi-transparent gold circle at the centre of the battlefield.
This map layout can also be used for Border War, Focal Points, Shifting Objectives, The Jaws of Gallet and Battle for the Pass.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle slightly below and to the left of the centre of the leftmost large quarter, a medium Area Terrain or Obstacle diagonally left of the centre of the battlefield, a small Place of Power diagonally right of the centre of the battlefield, and a medium Obscuring Terrain on the border between territories, diagonally right of the centre of the rightmost large quarter.
Lore
Two forces have come to blows amidst the shadows of an ancient crevasse. As the battle unfolds, both generals discover that the chasm is gradually closing in around them. Victory here must be swift for any hope of escape.
Close to the Chest
Battleplan 5 (Table 2)
Twist
At the start of each turn, the player who is not the active player must pick 1 objective in their territory to be the primary objective until the start of the next turn.
At the start of their turn, after their opponent has picked the primary objective, the underdog can roll a dice. On a 5+, their opponent must pick a different objective to be the primary objective for that turn.
Each player scores victory points at the end of each of their turns as follows:
- Score 1 victory point if you control at least 1 objective.
- Score 1 victory point if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 2 victory points if you control the primary objective.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The attacker's territory comprises the northwestern large quarter, the two small quarters immediately east of it and the small quarter north of the most southwesterly small quarter. The defender's territory comprises the southeastern large quarter, the two small quarters immediately west of it and the small quarter south of the most northeasterly small quarter. The rest is neutral territory.
There are six gold circles indicating objectives: two on the central vertical line, each equidistant from the centre of the battlefield and a different long battlefield edge, and one in the centre of each large quarter.
This map layout can also be used for Feral Foray and The Better Part of Valour.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map.It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in the long half of the battlefield containing most of their territory, from left to right, there is a medium Obscuring Terrain on the central horizontal line, left of the centre of the leftmost large quarter; a small Obscuring Terrain slightly below and to the left of the central objective; a medium Place of Power slightly above and to the right of the central objective; and a small Area Terrain or Obstacle diagonally left of the corner of the battlefield.
Lore
This vast cavern is rich in treasures, though your learned advisors inform you that some are more valuable than others. Seize what you can, and make use of your runners to ensure that the most lucrative artefacts do not fall into the enemy’s hands.
Limited Resources
Battleplan 6 (Table 2)
Twist
When a player gains control of an objective, they start to extract resources from it. After scoring victory points, if the active player controls an objective that they controlled at the end of their previous turn, they have extracted all the resources from that objective. For the rest of the battle, that player cannot control that objective.
Once a player has extracted all of the resources from an objective, they can still contest it to prevent their opponent from controlling it, but they do not and cannot control it themselves.
The underdog can add 3 to the control scores of friendly units that are contesting an objective from which they are extracting resources.
Each player scores victory points at the end of each of their turns as follows:
- Score 2 victory points if you control at least 1 objective.
- Score 2 victory points if you control 2 or more objectives.
- Score 2 victory points if you control more objectives than your opponent.
- Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
The battlefield map. An icon at the top right points upwards to show which way is north. The battlefield is divided into halves along its width. The northern half is the attacker's territory; the southern half is the defender's territory.
There are six gold circles indicating objectives: two on the border between territories, each equidistant from the centre of the battlefield and a different short battlefield edge; two on the horizontal line bisecting the attacker's territory, northeast of the objectives on the border between territories; and two on the horizontal line bisecting the defender's territory, southwest of the objectives on the border between territories.
Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Key
Key for terrain features showing icons for small and medium Area Terrain or Obstacles, small and medium Obscuring Terrain, and small and medium Places of Power.
The battlefield terrain layout map. It is the same as the battlefield map and shows the position of eight terrain features that have 180º rotational symmetry.
From each player's perspective, in their territory, from left to right, there is a small Area Terrain or Obstacle above the leftmost objective, a medium Area Terrain or Obstacle halfway between both objectives in their territory, a small Area Terrain or Obstacle slightly above and to the right of that, and a medium Obscuring Terrain in the centre of the rightmost large quarter.
Lore
Wracked with lightning and viridian fire, the realms suffer for the clashing of their denizens. Resources dwindle, burnt away or stolen by perfidious ratmen. The little that remains is a tantalising prize indeed. For your armies to thrive and your goals to be furthered, you must march deep into the ravaged lands and seize what is rightfully yours.
Addenda, Errata and FAQs
Errata
The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions.
Season Rules 2024-25
Taking A Double Turn
If the player who went second in the previous battle round wins the priority roll and chooses to go first, this is called ‘taking a double turn’.
Seizing The Initiative
When a player takes a double turn and they are not behind by 6 or more victory points, this is called ‘seizing the initiative’. The first time in a battle that a player seizes the initiative, the rules for determining the underdog change: for the rest of the battle, the underdog is always the opponent of the player who most recently seized the initiative.
Battle Tactics
Players who take a double turn while they are behind by 6 or more victory points can still use the ‘Tactical Gambit’ ability to pick a battle tactic.
Honour Guard
Each player can use one of the following Honour Guard abilities in each battle. When using that ability, they must pick a unit in their general’s regiment to be the honour guard.
Regimented Forces
If a player has more regiments than their opponent, they can use a second, different HONOUR GUARD ability, but they must pick a unit that is in a different regiment that is not led by the general to be the honour guard for that ability. You cannot pick units in a Regiment of Renown to be an honour guard. If you chose not to pick an honour guard unit in your general’s regiment, you can still pick an honour guard unit for a different regiment as described above.
Declare: Pick a friendly unit in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: Pick 1 of the following weapon abilities: • Anti-INFANTRY (+1 Rend) • Anti-CAVALRY (+1 Rend) • Anti-MONSTER (+1 Rend) • Anti-WAR MACHINE (+1 Rend) • Anti-BEAST (+1 Rend) In any turn in which that honour guard charged, that unit’s melee weapons have the weapon ability you picked.
Honour Guard
Declare: Pick a friendly unit in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: Subtract 1 from the Attacks characteristic of enemy units’ melee weapons while they are in combat with the unit leading that regiment if both of the following are true: • That regiment’s honour guard is wholly within 6" of the leader of that regiment. • Neither that regiment’s honour guard nor the regiment’s leader charged this turn.
Honour Guard
Declare: Pick a friendly unit in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: Add 1 to hit rolls and wound rolls for attacks made by that honour guard unit that target the enemy general, or the enemy honour guard if it is in the enemy general’s regiment, if the target of the attack is within 12".
Honour Guard
Declare: Pick a friendly non-FLY INFANTRY HERO in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: Add 2" to the Move characteristic of friendly non-FLY INFANTRY units while they are wholly within 12" of the honour guard.
Honour Guard
Declare: Pick a friendly non-UNIQUE MONSTER unit that has not been reinforced and which is in, but not leading, a regiment to be that regiment’s honour guard. You can pick a unit in reserve.
Effect: That unit can ignore the effects of the ‘Battle Damaged’ ability. In addition, add 1 to hit rolls for combat attacks made by the honour guard. This ability also affects Companion weapons.
Honour Guard
Battleplan: Border War
Remove ‘The Vice’ from the list of battleplans that can use the Border War map layout.
Battleplan: Starstrike
In the twist:
Replace:
‘If an objective would be set up wholly or partially on a terrain feature, do not do so. Instead, inflict D6 mortal damage on each unit wholly or partially on that terrain feature.’
With:
‘If an objective would be set up wholly or partially on a faction terrain feature, that terrain feature and any units on it are destroyed, then the objective is set up normally. If the objective would be set up wholly or partially on other terrain features, do not do so. Instead, inflict D6 mortal damage on each unit wholly or partially on that terrain feature.’
Frequently Asked Questions
In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used.
Q: When using the ‘Priority Target’ ability, does each model in the attacking unit need to be within 12" of the target to benefit from the +1 to hit and wound rolls, or does the attacking unit need to be within 12" of the target unit?
A: The attacking unit needs to be within 12" of the target.