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as PITCHED BATTLES 2022-23 — SEASON 1 ‘The Mortal Realms have been despoiled. Ravaged by the followers of the Chaos Gods, they stand on the brink of utter destruction, The fortress-ities of Sigmar are islands of ight ina sea of darkness. Constantly besieged, their walls are assailed by maniacal hordes and monstrous beasts, The bones of good ‘en are littered thick outside the gates, These bulwarks of (Order are embattled within as well as without, forthe lure of Chaos beguiles the citizens with promises of power. Stil the champions of Order fight on. At the break of dawn, the Crusader's Bell rings and a new expedition departs. Storm-forged knights march shoulder to shoulder with resolute militia, stoic duardin and slender aelves. Bedecked in the splendour of war, the Dawnbringer Crusades venture ‘out to found civilisations anew. These grim pioneers take with them the fires of hope. Yet they go forth into a hellish wasteland. (Out in the wilds, hardy colonists restore order to a ‘crumbling world, Haunted eyes scan the horizon for tyrannical reavers as they build upon the bones of ancient empires, eking out a meagre existence from cursed soil and {ice-cold seas. By their valour, the fate ofthe Mortal Realms will be decided. ‘The ravening tertors that prey upon these settlers take ‘thousand forms. Cannibal barbarians and deranged murderers craw/ from hidden lairs. Martial hosts clad in Dlack steel march from skull-strewn castles, The savage hordes of Destruction batter the frontier towns until no stone stands atop another: In the dead of night come hoviling throngs of the undead, hungry to feast upon the living. Against such foes, courage isthe truest defence and the most effective weapon. It is something that Sigmar's chosen. do not lack. But they are not always strong enough to prevail, and even in vietory, each new battle saps their souls alittle more. ‘his is the ime of turmoil. This is the era of war This is the Age of Sigmar, CONTENTS TO WAR! eed GGAULEIGG ios ste styeiace eset TUNNELS OF DEATH. 6 BATTLEPACK: PITCHED BATTLES 2022-23 ~ SEASON 1 PITCHED BATTLE PUBLICATIONS 2022-23 — SEASON I... ENDLESS SPELLS UPDATE . Horrorghast........ ‘Aethervoid Pendulum... Chronomantic Cogs... Emerald Lifeswarm Geminids of UhI-Gysh. PITCHED BATTLES. . Malevolent Maelstrom. Realm Rules. Prismatic Palisade Gore Battalions Purple Sun of Shyish .. Grand Strategies Quicksilver Swords. Battle Tactics... Ravenak’s Gnashing Jaws «. Scoring Sheet. Soulsnare Shackles . Sulfocating Gravetide..... BATTLE READY. ‘The Burning Head. . Umbral Spellportal BATTLEPLANS . 21 Soulscream Bridge “The Prize of Gallet 22 Shatds of Valagharr “The Realmstone Cache. 24 Lauchon the Soulseeker. Battlelines Drawn 26 “The Lurkers Below. 23 THE RULES. a Inthe Presence of Idols 30 The Player's Code 57 “The Nidus Paths........ 32 the Core Rules. 58 ‘The Mighty and the Cunning 34 Head-on Collision. . 36 RULES INDEX... ‘Won't Back Down “The Silksteel Nests... : Close tothe Chest ‘Turf War. PRODUCED BY THE WARHAMMER STUDIO ‘With thanks to The Faithful and the UK NEOs for their additional playtesting services. SSeS Games tera. Waheomes Wshunenc pat Signa Bucci Sonesta Se logo, sans ages et Eeaeocc seen ean pon rsh tS names ele ser @ cer © Ga Wrishey eed ay ogee sed ee Al ue Re opt he pein maybe einen eo ranted inn re ry aya tn taal ‘iss ox tin Althea and ern preyed hon any sma ope Sind ary cocina ish asloguingo-Pubeon Dats. catuloge ofr boo neal orn BR ry Ptr date arp ony. cepa ta pace my dante i irra Gye rsp deat recommend hr any hin anderen of with ‘Sepang ‘Games Workshop Ltd, Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom WARHAMMERCOM TO WAR! ‘Welcome to this season's Pitched Battles book for Warhammer Age of, Sigmar. Inside you will find a wealth of content for matched play games in the war-torn setting of the Mortal Realms, in which you can achieve glory on the battlefield in contests of skill and generalshi fellow players. MATCHED PLAY using the rules in a matched People enjoy Warhammer Age of | play battlepack and then find Sigmar forall manner of reasons. | an opponent who has done the For some, the thrill comes in same, This makes matched play ‘devising special scenarios and agreat for games ata local club ‘custom rules for games against’ | or store, as well as providing a close friends, while others enjoy | baseline for organised matched furthering the stories of their play events, where multitudes of armies and characters through _| players gather to fight battles and. ‘embarking on intricate narrative | connect with fellow hobbyists. tis campaigns. For a great many, ‘these sort of events that this book however it’s the excitement of | has been designed to support. The friendly competition that provides | battleplans and victory conditions the greatest lure to battles in ‘within have been carefully devised. the Mortal Realms, There’ 10 provide balanced and exciting nothing quite like assembling, ‘games in which your own skills in finely crafted army, each unit | army construction and battlefield ‘and enhancement part ofan ‘command will be the greatest interlocking web of tacticsand __| determiner of victory. strategy, before taking tothe field to test your skills asa commander againstlike-minded opponents. | PITCHED BATTLES [Every year, tabletops around ‘Whereas the Contest of Generals the world echo to the clash of battlepack in the Core Book is rival armies, a players battle perfect for ‘pick-up’ matched itout to prove themselves the play games, Pitched Battle ‘mightiest generals, battlepacks are designed to provide a baseline for events like It’s really easy to get ‘the Grand Tournaments held at involved in matched ‘Warhammer World and similarly play. All you need to large independent events. By using doisselectan army these battlepacks, tournament organisers and gamerscan expecta ) Age of Sigmar allowing youand beings and as esl, only brutish level paying field no matter where | your army tofightin the grand | creatures such as ogors, orruks the event s held. In addition, the | struggles that define the realms. | and gargants prosper here - at results from such events can be least above ground, Beneath the standardised and used as asolid | This season, the matched play _| surface of Galletitisa different basis for analysing the current | rules are focused on the continent | world entirely. The continent is state of pay allowing our game | of Gallet in the Realm of Beasts | riddled with caverns and tunnels designers to make the necessary | ~ an unforgivingland that soon _| whose walls exhibit strange balance adjustments to ensure that | separates the strong from the textures and formations, as though Warhammer Age of Sigmar isthe | weak and favours those who can | they were bored by gargantuan best itcan be. ost swiftly adapt to its grueling | tunnelling beasts. Of-times, conditions. The return of Kragnos | beings tormented and battered by and the cosmic upheaval caused | the conditions on the shattered SEASONAL by Alarille’s Rite of Life have plains above are driven down into REALM RULES seen many armies converge upon | these cavities, where they usually In addition to laying out the rules | Ghur, often in search of deposits | meet gruesome end in the bellies for selecting a Pitched Battle fofamberbone unearthed by the | of the insectile horrors that prow armyand scoring a competitive __| tectonic throes ofthe realm the darkness. However, those event, Pitched Battlebatlepacks | or pethapsto investigate the _| who survive inthis environment are designed to provide each appearance of the elemental | tend to grow strong tis common annual season of matched play _| entities knownas ‘incarnates, _| knowledge among the civilised with a suite ofthemed rules. As | Furthermore, the great conflicts | races that folk who have dwelt in \ Peiisredeica ciretceon oe | nieededcatue eminem" | Galt ienortimeeeree inthestory of Warhammer Age | of Thondiain recent timeshave _| hardy indeed. ‘e of Sigma, these ‘tealm rules’ are | destabilised the balance of power i {intended to add a different setof _| in the Ghurish Heartlands, and _| In this season's Pitched Battles, the tactical challenges to your games | manyarethe commanders who | wise general will pu their stock according tothe season youare _| seek toseize every opportunity to | in such veterans. In Gallet, battles f playingin,andto help keep the | furthertheir own causesin these | are not won by glorious cavalry competitive scene fresh and your | uncertain times. charges and flashy shock assaults, | skillssharp. Afterall, would-be | bbutin the meat grinder of the ' Seleaiiaaleicttnty tversuenaall | Galles sie eliniereddoncs lee i. || Gonthat vine aiervediucs! | ‘manner of battlefield challenges, | region characterised by scouring | skill and afighter’sbonds with | from hostile terrain and diferent | cyclones that sweep across its their comrades are the most kinds of scenarios tonew magical | surface, carving unusual shapes valuable asset, ppowers and core battalions for your | out ofits porous rock formations ‘warriors to employ. These seasonal and howling through its many rulesareinspired by the ich and | sinkholes and ravines. These ‘ongoing narrative of Warhammer | conditions favour only the hardiest At first glance, Gallet does not appear a striking continent. I lacks the rugged splendour ofits northern neighbour, Thondia, ‘where jutting mesas reach to the clouds and soaring mountain ranges seem to stretch on forever: By contrast, Gallet is bleak and wind-blasted, its few peaks ‘worn away by hurricanes that periodically sweep from the Bitingsea, These roaring winds are strong enough to destroy crusading armies or bring dawn the walls of a free city; local Tegends insist they are caused by the bellows ofthe predator- continent Rhondhol, a landmass drawing incrementally closer to the Galletian coastline day by day. ‘Whether this mere fantasy or not the violent weather pattems that ravage Gallet makeit dangerous to stay above ground without shelter Only ndérground can travelers in Gallet find a measure of safety from the elements, Gallet iridled with plunging canyons and ravines that descend for hundreds upon hundreds of leagues into darkness. “The reason fr this geological configuration s unclear, some Gharish legends have it that {ong go Gallet was invaded by creatures that bored great hoes in its surface, while Azyrite scholars suggest that the damage is infact caused by violent tremors from nearby Thondia, as the alpha- Continent seeks to consume Gallet entirely Sl others blame the verminousskaven, for these destructive ratinen dig deep into Galles core with their warpstone- powered graw-engines, drawing ‘ip bubbling liquids rife with © ambermagic. Farbelow the crust of this splintered continent isa cavernous and gloomy ‘underworld, illuminated only by phosphorescent flora that seem to thrive without water or light. ‘Though untroubled by raging Inurricanes, dust storms or brutal squalls of skull-pounding rain, ‘many of these subterranean, caverns are vast enough to hhouse entire cities. Yet there isa ‘very good reason why even the God. King's intrepid fol have successfully established few such, strongholds in Gallet SCUTTLING HORRORS: All forms of monstrous creature thrive in the Realm of Beasts, ‘where the primal fury of the carnivore holds sway overall things. In Thondia, the lands are dominated by primordial giants, beasts as tall as watchtowers ‘whose coming is heralded by the trembling of the earth. In Bjar, itis beasts ofice and snow that are the alpha hunters, creatures immune or at the least, nuzed ~ to the sub-zero temperatures and ferocious blizzards that ravage that frozen land, In Gallet, the dominant form of life is the arthropod. Insectoid and arachnoid predators ofall sizes and shapes thrive here, lurking in their tundergeound nests whenever the winds begin to rage, and emerging ‘when night has fallen to hunt for food. Some of these craving things are no larger than a human's fist, while others are truly ‘immense, such the Arachnarok Spiders which tuck themselves into ‘crevices in canyon walls, bursting Arid, cracked and constantly blasted by devastating cyclones, the continent of Gallet appears hostile to all but the hardiest forms of life. Yet -as everywhere in the Realm of Beasts predators dwell here in vast ‘numbers. Gallet’s surface is riddled with chasms and honeycombed by underground caverns, and these deep places are home to nightmarish, chitinous invertebrates that emerge at night to feed. forth whenever they sense a tremor ‘of motion. Tribes of arachnid- ‘worshipping Spiderfang Grots run rampant here, worshipping these :multi-limbed behemoths with a wwild-eyed fanaticism, ‘No matter their form or size, all these creatures are utterly deadly, whether they injec their prey with paralysing poisons or simply tear them apart with claws, pincers and mandibles, Those who seek. shelter beneath the earth might think themselves safe at first, but ‘then they will hear a distant click lacking on stone, then a faint hissing that suddenly rises into a piercing screech as glistening, ‘armoured shapes with too many legs and eyes spl from gaps in the rock to surround them, A BURIED BOUNTY Given the horrors lurking beneath the surface of Gallet, it seems unlikely that any sane being would ‘wish to venture underground, let alone seck to found outposts for settlements there. Yet so rich in rare magical resources are the gloomy caverns that wind through the landmass that many ‘great powers of the Mortal Realms hhave sent forth armies and militarised expeditions to secure these territories. Piles of glowing, fossilised bones can be found outside the lars of underground ‘monsters, their aura infusing the eggs of these creatures and ‘causing their hatchlings to grow unusually large and aggressive, Were a student ofthe arcane to inspect these lambent skeletal remains, they would find them to be laced with great quantities of Ghurish realmstone, Sometimes, the natural and ‘magical become completely entwined: man-sized razorwasps ‘mould their hives around clusters ‘of amberbone, while Arachnaroks have been known to line their ‘webs with the stuf, perhaps in an attempt to lure unwary prospectors into thelr domain, ‘There are even rumours ofbizarre, lemental beings formed from ppure realmstone that manifest as swarms of insectotd vermin, shredding their victims in a whirlwind of barbed chitin, Jn the Age of Sigmar, the rapid ‘expansion of the God-King’ ‘empire is driven by realmstone, ‘and vast amounts of this most precious and magically resonant resource are required to empower ‘the construction of new cities and ‘ensue thatthe gears of industry ‘continue to churn. Such a potent source of amberbone cannot be abandoned and allowed to fall {nto the hands of civlisation’s ‘teeming enemies, So itis that the free cities of Ghur — Izalend and ‘Excelsis foremost amongst them have launched dozens of vast ‘and well-equipped Dawnbringer Crusades into the depths of Gallet, headed by Dispossessed mining companies and drill-headed engines ofthe Ironveld Arsenal. ‘Not only do these crusaders seek valuable deposits of amberbone, but also other vital assets: realmgates located within the yawning mavs of long-dead ‘titans, seams of rare minerals and precious silksteel ~a substance ‘woven by gigantic arachnids thats supple and feather-light but capable of turning aside a musket ball ‘Many of these ventures have met a _grim fate indeed, overwhelmed by billowing clouds of winged vermin. Others have become embroiled in ferocious underground fighting “with old enemies of the God-King rampaging tribes of troglodytic agreenskins, cave-dwelling ogors or CChaos-worshipping raiders hoping to seize Gallet’ priceless treasures, for themselves. Such engagements rarely resemble the pitched battles ‘that mightbe waged aboveground “The cramped and treacherous surroundings channel warriors {nto claustrophobic killing a ‘grounds — tunnel mouths and low-roofed caverns, where rocks tumble from the ceiling to crush infortunate soldiers and a single | misstep might cause one to plunge into a bottomless abyss. Even by the standard of hostile Ghur, this is truly horrendous environment in ‘which to wage war, “The eyes! The eyes in the walls! ‘That ceaseless skittering, growing louder and louder and then... They are all around ust Do you understand? We are going to die in this place, At night they will come, crawling ‘over each other in their ‘mindless hunger, stabbing and slashing and biting until they have drained every last drop ‘of blood from our bodies. They ‘are coming? - Freeguild Sergeant Macklem ‘Tavard, last survivor ofthe ‘Twelfth Galletian Endeavour TUNNELS OF DEATH ‘The lower reaches of Gallet are labyrinthine and treacherous, consisting of wide and winding tunnels chewed through the earth by long-dead burrowing titans, These passages offer the only reliable way of reaching the priceless deposits of amberbone that are scattered throughout the Galletian caverns, but they. are filled with hazards and horrors beyond imagination. Sialteringly hot almostenrely | spores thatcaus the feshofany__colamasin half domingo lightless and filled with sinkholes | who inhale them to breakout in| vanguards toa gruesome fate. that can drop unwary warriors | hideous growthsand eventually | Even in the thick ofa subterranean. hhundreds of feet to their death, | ‘consume the hos from the skirmish the participants must thetunnels beneath the surface | inside out bbe wary of stepping too close to of Gallet area horrific place in cracks in the walls they can never which to Bight This snot to Tes not surprising that those kknove when a talon or barbed ‘mention the native fauna, which range from acid-spitting worms to airborne arachnids that latch onto their victim’s face, plunging their vvenom-filed fangs into eyes and throats. Even the bioluminescent fungi and mosses that cover the walls are lethal; both can emit Dawnbringer Crasades which | tentacle mightlash out, curling venture into such anightmacshly | around their ody before dragging hostile envionment ser | them into the darkness. The horrendous attrition rates. Merely | screams and sounds of eplintering forcing a path through one narrow | bone that follow are enough to tunnel to another can costscores | turn the stomach of the most olives as enemies emerge fom | hardened soldiers. hidden crevices o cut marching ‘Murderous locations such as the Arachnar Caves and Underchasm Gulch have become infamous amongst the ranks of the Freeguilds, their names synonymous with suffering and death. Any young corporal who learns he i destined for such a battlefield turns weak at the knees, ‘and most at least contemplate absconding - until they recall, the punishments handed out by Sigmar's Devoted for this dereliction of duty. Even those Dawnbringer Crusades that have successfully established Sigmarite strongpoints far underground find themselves under constant attack, desperately clinging on to ‘the resources they have claimed and hoping against hope that reinforcements find them soon, ‘Their Nexus Siphon is all that shields them from the swarms of foes encircling them, its geomantic ‘energy providing a barrier of spiritual protection that fades a little every day. Only the most formidable and resilient warriors thrive in such surroundings - those possessed of indomitable courage and superior skill atarms, VETERANS OF THE | Tenacity andskillare welland | spectral Nighthauntare capable TUNNEL WARS ‘g00d, but in Gallet sheer fortitude | of experiencing the creeping Bled dryby the atritional nature | is perhaps the most precious gif, | sense of dread that mortal troops of the fighting beneath Gallet, The ogors ofthe roving mavitribes | must suffer through, and they are the warring factions struggling | are particularly well suited tothe | untroubled by thelack of light to.control realmgates or deposits | harsh conditions beneath Galle’s | and fresh air. ‘ofamberboneturn to their most | crust, protected as they are by trusted veterans, warriorswho | thicklayers of blubber that even | Not every veteran of the Galletian have survived the worst that this | spearsandtalonshave trouble | warsisa well-drilled soldier or hellish underworld has to throw | penetrating. Raw strength, too, _| a lumbering brute. Some species atthem. Accustomed to fighting | has itsobvious benefits, as does__| are simply naturally suited to the {in near total darkness in terrain | a pig headed refusal to admit demands of subterranean combat, ‘where a single misplaced step defeat. Musclebound orruks even in such a uniquely deadly could lead to one’s doom, these | such as Ironjawzand Kruleboyz _| environment, The twisting and ‘experienced troops providea often develop a taste for the treacherous confines provide formidable spine around which _| brutal, close-quarters savagery _| ambush specialists like skeven their comrades can rally. The of underground fighting, On CClantats or knife-wielding grot tactics and equipment of such the other end of the scale, the ‘Stabbas the opportunity to units vary wildly; some are lifeless footsoldiers of Nagash outflank superior foes: gangs of hulking brutes possessed of are particularly well equipped to | these killers prow! the Galletian supernatural resilience, while endure the unendurable. Neither | caverns in search of unwary others are hard-bitten combat soul-forged Ossiarch warriors nor | victims to stab in the back, engineers or expert marksmen. ‘What they share in common isan unconquerable sprit that imo the Flatulent scowled as another af the litle rat-things allows them to endure the most ‘began to hack and slash at his knees with a rusty cleaver. inhospitable environments The ogor reached down and grabbed the skaven bythe serif imaginable, whist continuing to | ofits neck; lifted it up and bit ts arm off atthe shoulder. ts resultant fight with skilland cunning. squealing hurt his ears, so he lobbed it into a throng ofits own kind. “Mulmo followed up by unloading his gun into the sprawling mass of Davinbringer Crusades make use | bodies. There was a deafening blast, and the unfortunate skaven were ‘of many such veteran formations. | transformed into a cloud of pinkisk mist and flopping body pars Foremost amongst these are battle- ‘Poor eating’ he muttered, rimacing ashe ground the beast’ stringy hardened Stormeast Eternals; ‘meat beneath his teeth ‘Beginning to think this trek was.a waste of time. ost commonly Liberators “Thera lot might taste better, said his fellow Leadbeleher,Bronzebelly ‘and Vindictors experienced in Brong, pointing at several hulking shapes that had emerged from a rough the ruta and unglamorous Frew tunnel ahead and were now tearing a path through the ass of business of front-line combat. skaven towards the ogors. Heads and linibs were zent fying in their wake, ‘Yet the God: King's mortal ‘What's this then” said Uggroch, scratching his beard armies are as varied as they are “They looked like rats, all right, but much bigger, thir thickly muscled ‘mumerous, and even the humblest limbs covered with suture-marks and scars. Greenish drool i} x BATTLEPACK REALM RULES REGION OF WAR: GALLET, THE SPLINTERED LAND ‘The following rules reflect what itis like to do battle in the cracked and eyclone-scoured lands of Gallet in Ghur. Only the hardiest fighters survive for long amidst this continent’ unforgiving environments, SPECIAL RULES Masters of the Splintered Land: Whether through brute strength, great cunning or sheer skill at arms, there are certain warriors who seem to thrive amidst the harsh conditions of Gallet Friendly Battleline units that have a Wounds characteristic of4 or less and do not have mounts gain the GALLETIAN VETERANS keyword. Proving Grounds: Gallet is scarred with caverns and craters that echo to the territorial clashes between its indigenous fauna, In ties of war, these hollows swiftly become blood-soaked fighting pits amongst which the most fearsome warriors fight for dominance ‘Atthe start of each battle round, after the players have determined who will take the frst turn, the player who will take the second turn can pick 1 objective on the battlefield to be the proving ground until the end of that battle round. The same objective cannot be picked as the proving {ground more than once per battle, and only 1 objective can be marked as the proving ground at any one time. Only models in units with the GALLETVAN Vrerans keyword can contest an objective marked as the proving ground, ‘The Bonds of Battle: Warriors accustomed to fighting in the cramped tunnels and caverns beneath the surface of Gallet have learned ways of bringing more of their number to bear in close confines. For those ofa savage disposition, this may simply mean combining their brawn and mass ‘with that of their fellows to bull over and crush the enemy, while more disciplined fighters may have trained to aii strikes over the heads oftheir comrades or through gaps in the front rank. ‘When a model ina GALLETIAN VETERANS unit makes an attack with a melee weapon, you can target an enemy unit within is" of another model from that GALLETIAN VETERANS unit instead of using the weapon's Range characteristic for that attack. Ifyou do 80, the attacking model must be within " of another model from its own unit that is within " of the target REALMSPHERE MAGIC All Wrzaxps know the following spell in addition to any others that, they know: Gaze of Ghus: Harnessing every ounce of thelr power, the wicard ‘channels the predatory hunger of the Amber Realm itself, invoking in the foe a primal fear that drives them to focus all their efforts upon self ‘Preservation rather than the objectives they have been assigned. nD Gaze of Ghuris a spell that has a casting value of 7 and a range of 12" ‘Fsuccessfully cast, pick I enemy unit within range and visible to the ‘aster. When determining the number of models in that enemy unit that are contesting an objective, your opponent must halve that number, rounding down, REALM COMMAND Each player can use the following command ability in addition to any other that they can use Overwhelming Assault: At « roared command, a group of warriors charges forwards as a single mass, utilising their superior numbers to barrel over their foes or otherwise put them on the defensive You can use this command ability atthe end of your charge phase. The ‘unit that receives the command must be a GALLETIAN VETERANS that has 10 or more models, Pick | enemy unit within 1" ofthat unit that has ‘ Wounds characteristic of 4 orless and roll a dice. Ifthe roll is greater than the number of models in that enemy unit, the strke-last effect applies to that enemy unit in the following combat phase. CORE BATTALIONS ‘You can include any ofthe following core battalio: in addition to those found in the core rules. In addition, you cannot include the same core battalion from those shown below more than once in your army. Dominant Force: These warriors exude an aura of dominance, Once they commit themselves toa task, few are those able to contest their overwhelming might GALLETTAN VerERANs units only, Bach model inthis battalion counts as 3 models for the purposes of contesting objectives. "Headhunters: These warriors have been tasked with dismantling the pillars of the opposition’s power. If the target of an attack made with a melee weapon by a model in this battalion is a GaLLETIAN VeTERANS unit, add I to the Damage characteristic of that weapon for that attack. ee PONCE BARA: UNIT ICONS (Mandatory/Optional) are Se Seb-commander: Leader with a Wounds characteristic ofless ‘than 10 Hoy fy Troope, Unit thatis TP not Leader, Artillery ‘or Behemoth, Pom Heke arttiery: Arilery & ‘Monster: Behemoth © that is not Leader GRAND STRATEGIES After you have picked your army, you must pick I grand strategy from the list below and record it on your army roster. At the end of the battle, if ‘you completed your grand strategy, you score additional victory points as described in the battleplan you are playing No Place for the Weak: When the battle ends, you complete this grand strategy if there are no Battleline units from your opponent’ starting. army on the battlefield. ‘Tame the Land: When the battle ends, you complete this grand strategy if you control all ofthe objectives on the battlefield that are wholly outside your territory, Defend What's Ours: When the battle ends, you complete this grand strategy if there are no enemy units wholly within your territory. ‘Take What’s Theirs: When the battle ends, you complete this grand strategy if there are more friendly units than enemy units wholly within your opponent’ territory ‘Demonstration of Strength: When the battle ends, you complete this grand strategy if there are 3 or more GALLETIAN VETERANS units from. ‘your starting army on the battlefield, ‘Show of Dominance: When the battle ends, you complete this grand strategy if there are any friendly GALLer1AN VETERANS units in each, ‘quarter of the battlefield STARTING ARMIES Several grand strategies and battle tactics refer toa player's ‘starting army’ A players starting army is made up of the wnits in the army that were set up before the first battle round, including any reserve units Units that are added to a player's army afer the battle Jhas begun are not included, and neither are units that have been destroyed and subsequently returned ts play. BATTLE TACTICS tthe start of your hero phase, you must pick 1 battle tactic from the lst below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what ‘you pick. You have until the end of that turn to complete the battle tactic. ‘You cannot pick the same battle tactic more than once per battle Gaining Momentum: Pick | enemy unit on the battlefield. You complete this battle tactic if that unit is destroyed during this turn and you control more objectives than your opponent atthe end of this turn. DOLCE BAMA. | ‘An Eye for an Eyes You complete this battle tactic 1 or more friendly units were destroyed in the previous turn and | or more enemy units are destroyed during this turn, Desecrate their Lands: Pick I terrain feature or faction terrain feature that is partially or wholly within your opponent's territory. You complete this battle tactic ifyou control that terrain feature at the end ofthis turn, ‘This One’s Mine!: Pick 1 enemy unit on the battlefield, You complete this battle tactic if that unit is destroyed during this turn by an attack made by the model picked to be your general Head-to-Head: Pick 1 enemy GALLETIAN VETERANS unit on the battlefield. You complete this battle tactic if that nit is destroyed during this turn by an attack made by a friendly GALLETIAN VETERANS unit or an ability ofa friendly GALLETIAN VETERANS unit, (Outmusele: Pick 1 enemy GALLETIAN VETERANS unit that has any models contesting an objective marked as the proving ground (pg 12). ‘You complete this battle tactic if no models from that enemy unit are ‘contesting the proving ground at the end of ths turn, “Against the Odds: Pick 1 unit from your starting army on the battlefield, ‘You complete this battle tactic if, at the end of this turn, any models from that unitare contesting an objective you control and that objective is not ‘being contested by any enemy GALLETIAN VETERANS models Barge Through Enemy Lines: You complete this battle tactic if there are 2 or more units from your starting army wholly within your ‘opponent's territory atthe end of this turn. If2 or more of those units are GALLETIAN VETERANS units, score | additional victory point. BATTLEPACK SCORING SHEET At the conclusion ofa Pitched Battle, the player who has scored the most victory points is declared the ‘winner. Victory points can be achieved in.a variety of different ways, s0 itis vital to be able to track the methods by which victory points are attained and the number of victory points scored by a player. We have Provided a scoring sheet template, opposite, so that you can effectively track the progress of your battles On the scoring sheet, there's name at the top ofthe appropriate space at the top to record the coloured section along with the points limit ofthe battle andthe | grand strategy they picked battleplan being played. Beneath that are two coloured sections: “There are spaces in both the fone to record the information of | attacker and the defender sections the attacker and one to record the | to note all ofthe battle tactics Information ofthe defender. | they pick during the battle and if they are completed. In addition, After determining who willbe | there are spaces to track the theattacker and who will be number of objectives that each the defender, write each player's | player controls atthe end of ‘each of their turns, as well as the number of victory points they have scored. At the end of the battle, both, players can matk ifthey completed their grand strategy and add up the number of victory points they scored. Then, they can mark the result ofthe battle in the section at the bottom of the sheet ® SCORING SHEET ® PointsLimit 1000 712000 _Battleplan: Number of Objective | Tack SN | Victory Points Battle Tactic Completed? ‘Victory Points Total L 0 a a 3 5 4 5 3 a [Oa Resale Attacker Major Victory©) ‘Defender Major Victory a Attacker Miner Vatory(] ‘Defender Minor Victory Pea PEL PPE Permission granted to photocopy for personal use only. © Copyright Games Workshop Limited 2022 BATTLEPACK BATTLE READY Playing Warhammer Age of Sigmar isa shared experience, and everyone wants their games to look and feel awesome. To support this, Pitched Battle events require Here we explain what that means and where to find onlin ready for action! There is no atmosphere quite like that ofa Pitched Battle event, where every participant can bask in the glory of ineredible looking armies and some friendly competition. ‘To make these events as, ‘memorable as we can, every unit in your army must be painted to 1 Battle Ready standard. Battle Ready means your models are fully painted with a decorated or textured base. This is considered tobe the minimum standard of ‘miniature painting for a Pitched Battle tournament The Citadel Colour range {includes all the paints and hobby supplies you'll need to paint your miniatures quickly and efficiently. In fact, Contrast paints were created especialy to help you get your armies Battle Ready in no time — just one coat of Contrast paint provides both colour and depth ~ while Technical paints give you a textured base with fone application, It’s never been easier to get your army ready for tournament! to have a fully painted, ‘Battle Rea CITADEL COLOUR CitadelColour.com is the ultimate resource for painting ‘Warhammer models it's anentire website dedicated tohhelping you paint your ‘minfatures. Here, you'l find step-by-step video guides 1 getting your force toa Battle Ready standard fast, plus suggestions for army ‘themes, top tips and even advanced techniques for ‘when you want to take your painting to the next level! You can find all ofthe paints and tools you need to bring your miniatures to life at warhammer com and in your local Warhammer store. There are also many independent retailers who stock our products 18 ‘When your models have been built, you can begin the satisfying process of bringing them to life with your paintbrush. Whatever yout skill level, painted ‘miniatures look great whether arranged on a cabinet shelf or charging across tabletop battlefield, and the sense of achievement from painting them just can'tbe beaten. It always pays to take your time Using the Citadel Colour System, you can follow an. easy three-step process to quickly get your warriors looking ‘Battle Ready’. After priming your miniatures with spray paint, you will first apply some flat colour using Base paints (1). Then, an application of Shade. paints 2) will add depth to the detail. Finally, you will ‘use Layer paints (3) to pick out the raised surfaces and add some highlights, Achieving great results with your painting really is that simple! — vere METHOD choosing the right colour scheme for your army: this wll help o imbue your models with character, and define who they are. Once you're ready to begin, Games Workshop offers a huge range of paints and. brushes, along with all the information, advice and guides you'll need to go from beginner to accomplished painter in no time. ONCE BAMA A Ifyou want to get your army painted as fast as possible then Contrast paints are for you, When used ‘ver special Contrast primer spray, they provide both depth and vibrancy in one application, allowing you to get your miniatures Battle Ready in no time, The Guteippa and Vindictor below were painted using just ‘one paint for each colour! | CONTRAST METHOD 19 Y) a 0 a fae aa nal EY el ea In Gallet, tectonic shifts and the mysterious ereators of the tunnels beneath its surface have exposed ‘many rich deposits of amberbone, ‘Claim these nodes for yourself swhilst denying them to the foe. THE ARMIES ‘Each player picks an army and then. they roll off The winner chooses which playeris the attacker and which is the defender. THE BATTLEFIELD “The defender sets up the battlefield. First, they set up objectives as shovin on the map. Then, they setup the recommended number of terrain featuresshown onthe” Pitched Battles table (pg9) DEPLOYMENT “The attacker picks which territory is thei territory. The other tervtory isthe defenders teretory. “The players then use alternating deployment (pg 1). starting with the atacker. Each player must set up thefr units wholly within their teritory, BATTLEPLAN AMBERBONE DEPOSITS In this battle, victory points scored for objectives you control can only ‘bescored ifthe objective has been activated. At the start of each ‘battle round, after the players have determined who will take the first ‘tum, the player who will take the second turn must pick 1 objective ‘on the battlefield to be activated. Activated objectives remain activated for the rest ofthe battle, Inaddition, the objectives on ‘the border ofa player's territory ‘cannot be activated until the start ‘of the second battle round. Pawel ad cbas tte Cob tao ett taka 2 THE PRIZE OF GALLET e VICTORY POINTS “Each player scores victory points at the end of each oftheir turns as follows: Score 1 victory point if you Control atleast one objective. = Score 1 victory point you control two or more objectives. Score 1 victory point if you control more objectives than your opponent. =Score 2 victory points ifyou completed the battle tactic you picked that turn, | GRAND STRATEGY Each player scores 3 victory points atthe end ofthe battle ifthey completed their grand strategy. BATTLE LENGTH ‘The battle lasts for 5 battle ound | GLORIOUS VICTORY ‘The player with the most victory | points atthe end of the battle wins ‘major victory. If the players are tied on victory ‘points at the end of the battle, then. the player that completed the most battle tactics wins a minor vietory. Ifboth players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins ‘minor victory. Ifboth players ‘r neither player completed their grand strategy, the battle is a draw. PC ORAS RARE ONCE Cle ‘aari2elgo 220 10 om jost6> nok pt yutod {soya { 21025 - nuo> ‘nok jt 1ujod A019 1 31025 ssmorqoy se ssuamy may yo yee Jo pus ay ve snujod zon sor03s z94eqd yor SLNIOd XUOIOIA LATIVD dO dZIadd HHL BATTLEPLANS THE REA Alarielle’s great Rite of Life has stirred the Realm of Beasts, ‘such that thelands themselves ‘seem to shift and grow! with predatory urges. In these times, ‘the power ofamberbone appears ‘to have grown even more potent, rendering the most concentrated nodes of the realmstone ‘quite volatile... THE ARMIES Each player picks an army and then they roll off: The winner chooses. ‘which player is the attacker and hich is the defender. THE BATTLEFIELD, "The defender sets up the battlefield, First, they set up objectives as shown on the map. Then, they setup the recommended number of terrain features shown on the Pitched Battles table (pg 9). DEPLOYMENT The attacker picks which territory is thei territory. The other territory is the defender’ territory. The players then use alternating BATTLEPLAN deployment (pg 11), starting with the attacker. Bach player must setup their units wholly within their territory. UNSTABLE REALMSTONE “Atthe start of the third battle ‘round, before determining ‘who will take the first turn, the Realmstone Cache detonates and | scatters fragments of realmstone ‘ross the battlefield, The defender -must remove the objective at the centre ofthe battlefield and rolla dice. The roll determines the locations ofthe scattered fragments, Place 2 new objectives ‘ontthebatleield in the locations determined by the rll. Designer’s Note: The locations ofthe scattered fragments do not change, even if the objective at the ‘entre ofthe battlefield is moved toa different location before the cache detonates. LMSTONE CACHE — VICTORY POINTS Each player scores victory points atthe end ofeach oftheir turns | as follows: = Score I victory point if you control two ot more objectives. - Score victory point if you. ‘control more objectives than, your opponent. Score 2 victory points if you ‘completed the battle tactic you picked that turn, GRAND STRATEGY ach player scores 3 victory points atthe end ofthe battle ifthey completed their grand strategy. BATTLE LENGTH “The battle lasts for 5 battle rounds. GLORIOUS VICTORY ‘The player with the most victory points atthe end of the batle wins ‘a major victory. Ifthe players are tied on victory. points at the end of the battle, then the player that completed the most battle tacties wins a minor victory. I¢both players completed the same rumber of battle tactics, then if only one player completed their rand strategy, that player wins a minor vietory. Ifboth players ‘gr neither player completed theit grand strategy, the battle isa draw: PC: (ON GRRE Gyr iB: OA A Ae wan 3843 porpad aun paeyduio> od Aio}ta z 21005- “saayioa{go 2101 10 0M onu0> ‘nok sryutod Azop>18 24005 = e “aanzalgo 2u0 3529] 38 fontt09 nok p yurod A011 1 21025 - ‘smojjayse suum) siatp Jo ype9 Jo pue ayn ye sujod 10:1 sa103s z3deyd yoo SINIOd XYOLOIA HHOVO ANOLSWTVda FHL BATTLEPLANS BATTLELINES DRAWN In this enclosed space, each side must form a line of battle whilst secking to collapse that of their opponent. There is no ‘opportunity fora surprise attacks ‘victory will be decided at the front ranks, THE ARMIES Fach player picks an army and then they roll off The winner chooses which player is the attacker and which isthe defender, THE BATTLEFIELD The defender sete up the battlefield, First, they set up objectives as shown on the map. Then, they set up the recommended number ~ of terrain features shown on the Pitched Battles table (pg 9) DEPLOYMENT. ‘The attacker picks which territory is their territory. The other territory isthe defender’ territory “The players then use alternating deployment (pg 11), starting with the attacker. Each player must set vp their units wholly within their ATTACKER'S TERRITORY BATTLEPLAN ‘territory and more than 9" from ‘enemy territory. HOLD FAST Inthis battle, the players ight for control ofthe 4 quarters of the battlefield instead of objectives. Fach quarter is controlled in the ‘same manner as an objective (Core rules, 181.0, except that ‘models must be wholly within @ quarter to be able to contest it Inaddition, each quarter counts as an objective forthe puxposes ‘of grand strategies, battle tactics and abilities CONFINED CAVERNS In this battle, units cannot be removed from the battlefield with an effect that would allow them to be set up again later in the battle 26 VICTORY POINTS Each player scores victory points at the end of each oftheir turns as follows - Score 1 victory point if you Control at least one quarter of the battlefield Score 1 victory point sf you Control to or more quarters of the battlefield Score 1 victory point ifyou control more quarters of the battlefield then your opponent. Score victory points ifyou completed the battle tactic you picked that tara, GRAND STRATEGY Each player scores 3 victory points atthe end ofthe battle sfthey completed their grand strategy. BATTLE LENGTH | The battle lasts for 5 battle rounds, GLORIOUS VICTORY ‘The player with the most victory points at the end of the battle wins a major victory, Ifthe players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same snumber of battle tactics, then if only one player completed their grand strategy, that player wins minor victory. I both players or nither player completed their grand strategy, the battle sa draw. “uany yup payor xp yo sroyrenb axour nok p qujod A208 yosioqrenb az0u 10 ‘nok g autod Aron yorarrenb 240 ‘nok 3} qujod Auta 1 21025 stm, staup Jo 4>e0 30 pi sumed Kzoysta s3i038sa4eyd yey SINIOd AYOLOIA Pees tire Aa ean eee pe (ONRt: eG Ret ce eae Ae NMVud SANITATLLIVE BATILEPLAN THE LURKERS BELOW ‘The path to victory inthis place is | DEPLOYMENT GLORIOUS VICTORY. infested with scuttling predators |The attacker picks which territory | Starting from the third battle that prowl theshadows. You mast | is ther terior. The other round, player immediately wins a | either cull hemor drive them | tetitory isthe defender’ territory. | major vitory if they control allot off before you make progress, the objectives on the batted lest you leave your rear lines ‘The players then use alternating ‘vulnerable as you advance. ieployment (pg 1D), starting with | Ifneither player has won a major theatticker Fach player must | vietory by the end ofthe battle, setup their units wholly within | then the player that completed THE ARMIES their territory. the most battle tactics wins a Each player picks an army and then | minor victory. they roof The winner chooses | ‘which playeris the attackerand — CONQUEROR’S Ifboth players completed the same which isthe defender. | MOMENTUM numberof battle tactics, then if | To this battle you mst control | only one player completed their | the objetiveon the border of your | grand strategy, that player wins | terrtorybeforeyou can contest | aminor victory both players theobjectveatthecentse ofthe | or neither player completed their | battlefield. In addition, you must | grand strategy, the battle is a draw. control the objective atthe centre ofthe battlefield before you can contest the objective onthe border of your opponents territory. DEADLY DENIZENS THE BATTLEFIELD ‘Objectives cannot be controlled in ‘The defender sets up the baile, | the st bale round rs, they st up objectives as ; shownon the map. Then, they | set up the recommended number | BATTLE LENGTH ‘fina cis hav ee ane os Pitched Battles table (pg 9). : Beier ett ena ED Nana AAOMWAAL SAAGNAAIA DEFENDER’S TERRITORY 29 MOTH SYAMANT AHL BATTLEPLANS Famed warriors march to war ‘onboth sides chi day acting as anchors in ther respective battle lines. However, their martial pride drives them to square off against one another nan attempt | toassert dominance. These clashes between champions could provecrucial in determining the ‘outcome of this engagement. THE ARMIES Each player picks an army and then they roll off. The winner chooses which player is the attacker and which is the defender. THE BATTLEFIELD ‘The defender sets up the battlefield. First, they setup objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table (pg 9. DEPLOYMENT “The attacker picks which teritory is their territory, The other territory isthe defender's territory, PVev Coed aust aure be BATTLEPLAN ‘The players then use alternating deployment (pg 11), starting with the attacker. Bach player must set ‘up theie units wholly within theie territory and more than 9" from their opponent's territory. INSPIRING ICONS, “After deployment but before determining, who will take the first turn inthe first battle round, each player must pick 3 different friendly units on the battefeld, starting with the attacker, The ‘units each player picks are their ‘dol units for the battle. Halve the number of models that flee due toa failed battleshock test (ounding down) while their unit is wholly within 6" ofany idol units in theirarmy. DEFENDER'S TERRITORY 30 IN THE PRESENCE OF IDOLS VICTORY POINTS Bach player scores victory points at the end of each of thelr turns asfollows + Score 1 victory point if you. control atleast one objective. + Score 1 victory point if you control two or more abjectives. + Score 1 victory point if you control more objectives than youtr opponent. Score | vietory point for each enemy idol unit that was destroyed by a friendly idol unit during that turn, «Score 2 victory points if you completed the battle tactic you picked that turn, GRAND STRATEGY Bach player scores 3 victory points atthe end ofthe battle they completed their grand strategy. BATTLE LENGTH ‘Thebattle lasts for 5 battle rounds GLORIOUS VICTORY ‘The player with the most victory points at the end of the battle wins {major victory. Ifthe players are tied on victory points at the end ofthe battle, then the player that completed the most battle tactics wins « minor victory. Ifboth players completed the same number of battle tactics, then if only one player completed their grand strategy, that player wins ‘4 minor victory. Ifboth players or neither player completed their _grand strategy, the battleis a dravt. nok p yujod Aa smoytoy se tp JO PED Jo pus aye snmod Kzoyza so10s8 safeyd yey, SINIOd AXOLOIA AAOLIAUAL § WAMOVLLV Be(ORBe Ria Gc Cicer Eee STOCI dO JONASTUd FHL NI BATTLEPLANS THE NIDUS PATHS ‘This areas riddled with tunnels. and holes, as though it were the hive of some colony of monstrous insects. Right now, pondering ‘what may have created them will ddo you no good, for the enemy approaches. However, these ‘twisted paths might well provide the perfect opportunity to launch. a surprise attack... THE ARMIES Each player picks an army and then they roll off. The winner chooses which player isthe attacker and which is the defender. THE BATTLERIELD | | “The defender sets up the battlefield. Firs, they setup objectives as shown on the map. Thea, they set up the recommended number ofterrain features shown on the Pitched Battles table (pg 9). DEPLOYMENT The attacker picks which terstory istheie territory The other territory the defender’ reritory aga Brattice rane BATTLEPLAN ‘The players then use alterneting deployment (pg 11), starting with the attacker. Each player must set ‘up their units wholly within theie territory and more than 9" from their opponent's territory, THE NIDUS PATH The battlefield hosts 4 tunnels called nidus paths. Fach nidus path is located ata corner of the battlefield edge as shown on. the map, ‘At the end of their movement phase, players can pick I friendly ‘unit wholly within 6 ofa nidus path, Ifthey do so, they must. remove that unit from the Dattlefield and set it up again ‘wholly within 6" ofthat nidus path’s twin, more than 9° from all enemy unis. For example, ifa unit s removed from the battlefield via nidus path Bin the top-left corner of the map, ‘that unit must be set up again ‘wholly within 6° ofnidus path Bin the bottom-right corner of the map. Pau Cel <1 TERRITORY 32 VICTORY POINTS Each player scores victory points Score 1 victory point ifyou control at east one objective, + Score 1 victory point if you control two or more objectives. + Score victory point if you control more objectives than, your opponent. = Score 2 victory points ifyou completed the battle tactic you picked that turn, GRAND STRATEGY Each player scores 3 victory points atthe end ofthe battle ifthey ‘completed their grand strategy. BATTLE LENGTH ‘The battle lasts for 5 battle rounds, | GLORIOUS VICTORY The player with the most victory points at the end of the battle wins major victory. Ifthe players are tied on victory points at the end of the bate, then the player that completed the most battle tactics wins a minor victory. Ifboth players completed the same ‘umber of battle tactics, then if only one player completed their ‘grand strategy, that player wins a minor victory. Ifboth players ‘or neither player completed their ‘grand strategy; the battle isa draw, Pe COAG: RG AA eck (eg 33 SHLVd SOGIN FHL BATTLEPLANS THE MIGHTY AND THE CUNNING "This is no place for the weak. ‘Victory here will be decided by those who have confronted the ‘worst the realms havetto offer and survived to spit fatein the eye. THE ARMIES Each player picks an army and then, ‘they roll off. The winner chooses ‘which player is the attacker and ‘which isthe defender. THE BATTLEFIELD. ‘The defender sets up the battlefield First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table (pe 9). DEPLOYMENT ‘The attacker picks which territory 4s thelr territory. The other territory isthe defender’ territory. ‘The players then use alternating deployment (pg 1), starting with the attacker. Each player must set up their unite wholly within their territory. BATTLEPLAN ON THEIR TERMS In this battle, the same objective canbe picked as the proving ground more than once per battle. SHATTER THEIR STRENGTH ‘You score 2 victory points each time an enemy Gautattax ‘Versnans unitis destroyed. Score 1 additional victory point if that enemy GALLeriaN Verenans unit ‘was-contesting an abjective when it ‘was destroyed. Pua Coer apes tte bd Dasa es To oe VICTORY POINTS ‘Each player scores victory points at the end of each of their turns 48 follows = Score I victory point ifyou control at least one objective + Score vietory point if you control two or maze objectives = Score I victory point if you control more objectives than. ‘your opponent. “Score 2 victory points ifyou completed the battle tactic you picked that turn, GRAND STRATEGY Each player scares 3 victory points ‘a the end ofthe battle if they completed their grand strategy. BATTLE LENGTH “the battle lasts for 5 battle rounds GLORIOUS VICTORY ‘The player with the most victory points atthe end of the battle wins ‘a major victory, Ifthe players are tied on victory ‘points atthe end of the battle, then the player that completed the most battle tactics wins a minor victory. | If both players completed the same number of battle tactics, then if only one player completed their ‘grand strategy, that player wins ‘aminor victory. Ifboth players | or neither player completed their {grand strategy, the battle isa draw. PEON MERRIE CIEE EE ONINNND FHL GONV ALHOIW FHL BATTLEPLANS Focus all of your might and crush ‘your enemy in a headlong assault. ‘Trample those who fall and tear out the throat of your prey - Ghur demands it! THE ARMIES Each player picks an army and then ‘they roll off The winner chooses ‘which player is the attacker and ‘which isthe defender. THE BATTLEFIELD ‘The defender sets up the battlefield. First, they set up objectives as shown on the map, Then, they setup the recommended number of terrain features shown on the Pitched Battles table (pg 9) DEPLOYMENT. “The attacker picks which territory Is their territory. The other territory is the defender’ territory “The players then use alternating deployment (pg 11), starting with the attacker, Each player must set up their units wholly within their territory and more than 9" from their opponent's territory. Poca ed tare og BATTLEPLAN HEAD-ON COLLISION DEADLY DENIZENS In this battle, objectives cannot be controlled in the first battle round. Players do not gain control of objectives after set-up is complete | (cote rules, 18.1, VICTORY POINTS Each player scores victory points atthe end of each oftheir turns as follows: | -Score I victory point if you control the objective wholly ‘within your tersitory, - Score2 victory points ifyou ‘control the abjective at the centre ofthe battlefield. Poss EHS ad 36 - Score 4 victory points ifyou control the objective wholly ‘within your opponent's territory. Score I victory point ifyou {gained control of an objective this. turn and there are any friendly Gattertaw Vevenaws units ‘within 6" of that objective, - Score 2victory points ifyou completed the battle tactic you picked that turn, GRAND STRATEGY Bach player scores 3 victory points at the end ofthe battle ifthey completed their grand strategy. BATTLE LENGTH ‘The battle lasts for s battle rounds, GLORIOUS VICTORY. ‘The player with the most victory pints at the end of the battle wins ‘a major victory. Ifthe players are tied on victory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. Ifboth players completed the same number of battle tactics, then if ‘only one player completed their ‘grand strategy, that player wins ‘a minor victory. IFboth players ‘or neither player completed their ‘grand strategy, the battle is a draw. Pe: (NAG: eG Rm UNE eles saan emp payed S 124 301 p2rajdwtos 1d Axo13F 7 28025 - due oe a1oyy pur te 1420 jonuo> poured 4) AUOLIVUAL SMAAOVLILV SINIOd XXOLOIA NOISITIOD NO-CVdH BATTLEPLANS Like alpha wolves guarding a fresh kill, your troops will not relinquish thelr gains easily ~a trait that you can use to your advantage. Harness your ‘warriors’ determination to safeguard the assets you manage to seizein this place, THE ARMIES Each player picks an army and then they roll off. The winner chooses ‘hich player isthe attacker and which isthe defender, THE BATTLEFIELD ‘The defender sets up the batlleield. First, they setup objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table (pg 9), vee Ceca cua teece) ba BATTLEPLAN DEPLOYMENT ‘The attacker picks which territory is their territory. The other territory isthe defender’ teritory ‘The players then use alternating deployment (pg 11), starting with the attacker. Bach player must set up their units wholly within their territory and more than 9" from their opponents territory. RALLY POINTS In thisbattle, if player uses the Rally command and the unit that receives the commend is wholly ‘within 6° of an objective they control, when they roll adice for ‘slain model from that unit, they | can retum | slain modelo that ‘unit on a5+ instead of only 6. f that unit isa GaLurrian Vavinans ‘unit, they can return 1 slain model ‘to that unit onad+ instead, DEFENDERS TERRITORY 38 WON'T BACK DOWN VICTORY POINTS Each player scores victory points atthe end ofeach oftheir turns as follows - Score I vietory pointif you control t least one objective = Score I victory point if you control two or more objectives = Score I victory point if you control more objectives than. your opponent. ~ Score 2 victory points if you completed the battle tactic you picked that turn, GRAND STRATEGY Fach player scores 3 victory points at the end of the battle if they completed their grand strategy. BATTLE LENGTH ‘The battle lasts for 5 battle rounds, GLORIOUS VICTORY. ‘The player with the most victory points at the end ofthe battle wins a major victory. Ifthe players are tied on victory points at the end ofthe battle, then the player that completed the most battle tactics wins « minor victory. Ifboth players completed the same ‘number of battle tactics, then if oly one player completed their grand strategy, that player wins minor victory. Ifboth players cr neither player completed their grand strategy, the batile isa draw. PCWP REAR Me NE EEE NMOd MOVE L.NOM Silksteel fetches a hefty price in ‘he markets ofthe realms, Your scouts have reported a cavern in the vicinity replete with the stuff, and you intend to lay claim. to its bounty before the enemy. does the same. Your rushed efforts to harvest the resource ‘may well draw the attention of its unsettling creators, but this isa risk that you are willing to take! THE ARMIES Each player picks an army and then they roll off. The winner chooses which player isthe attacker and ‘which i the defender. THE BATTLEFIELD. 7 ‘The defender sts up the battlefield First they setup objectives as showa on the map. Then, they setup the recommended number of terrain features shown on the Pitched Battles table (pg). DEPLOYMENT “The attacker picks which territory Istheir territory. The other territory is the defenders territory. BATTLEPLAN ‘THE SILKSTEEL NESTS ‘The players then use alternating deployment (pg 12), starting with theattacker. Pach player must set ‘up their units wholly within their {ersitory and more than 9" from their opponent’ territory. PILLAGING OBJECTIVES rom the start of the second batle ‘ound, afer you score victory points, you can pillage 1 objective ‘that you contro, that is wholly ‘within your opponent’ tsritory ‘nd that swithin 1 ofa friendly ‘unit Ef you doo, you score 1 adaitional victory point. ‘he ‘objective is then removed from ply. You cannot pillage more than objective per turn. SCUTTLING HORRORS After an objective has been pillaged, before itis removed from play, the player whose turn. Is taking place must roll 2D6 for each unit within 9" ofthe pillaged objective Ifthe rolls equal ‘to orgreater than the Bravery jaracteristic ofthat unit, that unit suffers D3 mortal wounds, Nau Nolan want Tivol od Dyas Ios eae tate Sd VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: ~Score I victory point ifyou control atleast one objective -Score 1 victory point if you control two or more objectives, Score I victory point ifyou ‘control more objectives than your opponent. -Score2 victory points ifyou completed the battle tactic you picked that turn, GRAND STRATEGY Fach player scores 3 victory points atthe end ofthe battleirthey completed their grand strategy. BATTLE LENGTH ‘The battle lasts for 5 battle rounds. GLORIOUS VICTORY ‘The player with the most victory points at the end ofthe battle wins major victory. Ifthe players are tied on vietory points at the end of the battle, then the player that completed the most battle tactics wins a minor victory. If both players completed the same ‘number of battle tactics, then if only one player completed their grand strategy, that player wins amiinor vietory. Ifboth players ‘or neither player completed theie ‘grand strategy the battle is 2 draw. Be COMA: Ric Many. (CAC EE (as % a 41 SISHN THE.LSMTIS HHL BATTLEPLANS ‘This vast cavern is rich in the treasures of Ghur, though your earned advisors inform you that some are more valuable than ‘others. Seize what you can, and. make use of your sunners to ensure that the most lucrative artefacts do not fall into the enemy’shands. THE ARMIES Each player picks an armyand then they roll off. The winner chooses which player is the attacker and which i the defender, THE BATTLEFIELD “The defender sets up the battlefield First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table (pg 9). BATTLEPLAN CLOSE TO THE CHEST DEPLOYMENT ‘The attacker picks which territory ‘stheie territory. The other {crritory is the defender’s territory. “The players then wse alternating | deployment (pg 11), starting with | the attacker, Each player must set ‘up their units wholly within their territory and more than 9° from ‘enemy territory. ALPHA OBJECTIVE ‘The map shows which objectives belong to which player. At the start ofeach players turn, the ‘opposing player picks 1 oftheir ‘own objectives tobe the alpha objective for that turn, For example {itis attackers turn the defender picks | ofthe defenders ‘objectives (as shown on the map) to betthe alpha objective that tun ATTACKER’S TERRITORY Ned Coli, : pie Pear Corman errr ‘ bare ens rrr sists ates fone a Page ed te utes od 42 VICTORY POINTS Each player scores victory points at the end of each oftheir turns as follows: + Score victory point if you control atleast one objective, = Score 1 victory point ifyou control two or more objectives. = Score | vietory point if you control more objectives than, your opponent Score 1 vietory point ifyou control the alpha objective. =Score 2 victory points if you completed the battle tactic you picked that turn, GRAND STRATEGY ‘Bach player scores 3 victory points at the end of the battle they ‘completed their grand strategy. BATTLE LENGTH "The battle lasts for 5 battle rounds GLORIOUS VICTORY ‘The player with the most victory points at the end of the battle wins amajor victory, Ifthe players are tied on victory points atthe end of the battle, then the player that completed the most battle tactics wins a minor victory. fboth players completed the same | nuinber of battle tactics, then if only one player completed theie | grand strategy that player wins | minor vicory. fboth players | or neither player completed their grand strategy, the battle isa draw. PC CONA RR CAR ECON E ECGs o a) Eero) eJtsar Ue) Soca Soc a arq20fq0 pe eam LSHHO FHL OL ASOTO ‘Allbetsare on the tablein this confrontation. The time for clever ‘manoeuvres is over; victory will bedetermined in thecutand thrust of close combat, wherea ‘warrior can sce the whites of their ‘opponent's eyes and the sweat of ‘the combatants hangs over the ielee like a reeking pall. ‘THE ARMIES ach player picks an army and then they rll off The winner chooses ‘which player isthe attacker and ‘which isthe defender. THE BATTLEFIELD ‘The defender sets up the battlefield, First, they set up objectives as shown on the map. Then, they set up the recommended number of terrain features shown on the Pitched Battles table (pg 9). DEPLOYMENT ‘The attacker picks which territory Js thei territory, The other territory is the defender’ territory. ‘The players then use alternating deployment (Pg 11, starting with. ATTACKER’S TERRITORY BATTLEPLAN TURE WAR the attacker. Fach player must set ‘up their units wholly within theie territory and more than 9" from enemy teritory, NO RESERVES All units must be set up on the battlefield before the battle begins ‘Ifa units setup in reserve, all of ‘the models in the unit are slain and the unit is destroyed, CLAUSTROPHOBIC KILLING GROUNDS Summoned units cannot shoot or charge in the turn in which they ‘were added to your army. pa shpod aba SSE ele 44 VICTORY POINTS Each player scores victory points atthe end ofeach of their turns as follows: = Score I vietory point if you ‘control atleast one objective = Seote I vietory point if you control both objectives. - Score victory point if you control more objectives than ‘your opponent - Score 2 victory points ifyou completed the battle tactic you picked that turn, GRAND STRATEGY. Each player scores 3 victory points attheend ofthe battle ifthey completed their grand strategy. BATTLE LENGTH ‘The battle lasts for 5 battle rounds, GLORIOUS VICTORY ‘he player with the most victory points at the end of the battle wins ‘a major vietory. 1fthe players are ted on victory points at the end of the batle, then ‘the player that completed the most battle tactics wins a minor victory. Ifboth players completed the same numberof battle tactics, then if only one player completed their | grand strategy, that player wins | s minor victory. both plavers | orneither player completed their grand strategy, thebattle isa draw. AMOLIVATL S AFINATAT UVM ca. g 5 say — & Es PITCHED BATTLE PUBLICATIONS 2022-23 — SEASON I ‘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 ofthese rules are ‘legal’ ~ in other words, which rules you can use in Pitched Battles. On this page we've provided a handy at-a-glance list which shows you all the publications whose ruler you are allowed to use in Pitched Battles. CORE | + Bottetome: Soulbight Gravelords + Warhammer Age of Sigmar Core Book * Battletome: Stormcast Eternals + General’s Handbook: Pitched Battles + Battletome: Sylvaneth 2022-23 ~ Season 1 + Pitched Battle Profiles 2022-23 - Season 1 EXPANSIONS + Wrath of the Bverchosen BATTLETOMES + Broken Realms: Morathi + Battletome: Beasts of Chaos + Broken Realms: Teclis + Battletome: Blades of Khorne + Broken Realms: Be'lakor + Battletome: Cities of Sigmar + Broken Realms: Kragnos + Battletome: Daughters of Khaine + Battletome: Disciples of Tzzentch + Battletome: Flesh-eater Courts OTHER PUBLICATIONS + Battletome: Fyreslayers + Compendium: Monstrous Arcanum + Battletonte: Gloomspite Gite (excluding Warhammer Legends: + Battletome: Hedonits of Slaanesh ‘Monstrous Arcanum) + Battletonse: Idoneth Deepkin Battletome: Kharadron Overlords + Battletonse: Lumineth Realr-lords Battletome: Maggotkin of Nurgle Battletome: Nighthaunt Battletome: Ogor Mawtribes Battletome: Orruk Warclans Battletome: Ossiarch Bonereapers Battletome: Seraphon Battletome: Skaven Battletome: Slaves to Darkness Battletome: Sons of Behemat White Dwarf Battletome Updates [ Season of War: Thondia ERRATA Periodically we release rules errata documents for our publications that correct any errors. This includes things like outright mistakes, rales that didn’t quite work the way we intended them to, and rules that have had an unforeseen and undesirable impact on the current ‘gaming'meta. The errata in these documents are always considered tobe e part of the publications that they are correcting, and so we don’ list these documents separately here. Consequently, any rules ‘errata for publications that are legal in a given Pitched Battle season, are;by extension, also legal 46 Tae = yi See ENDLESS SPELLS UPDATE In this section you will ind the endless spell warscrolls originally from Warhammer Age of Sigmar: ‘Malign Sorcery and Soul Wars: Forbidden Power. Many of these warscrolls have had theix rules updated to accompany this season's Pitched Battles battlepack (2022-23 ~ Season 1), and they take precedence over all versions with an earlier publication date or no publication date. Endless spells are one ofthe The abilities of many endless spells) The endless spells in this section _most exciting aspects of playing ‘Warhammer Age of Sigmar, brining a physical representation ‘of arcane power to your games and ssynergise with the units in your army in many interesting ways. Because endless spells work quite differently to the units in your army, an entire section of the core | rules (193-19.5) is devoted entirely to these autonomous magical affect units from both players? armies, so before you summon cone, is important to consider that doing so may well advantage your opponent as well as you! For example, you may find that the Purple Sun of Shyish you summoned turns your general into a glittering amethyst statue! This is very much in keeping with the lore of the Age of Sigmar, afterall, for arcane forces by their very nature | are far from being the only endless | spetis that are available. There are many endless spells that are summonable only by wizards off certain faction, such as the Lumineth Realm-lords’ Rune of Petrifcation or Mork’s Mighty Mushroom ofthe Gloomspite Gitz. The endless spell warscrols for such endless spells are found in the battletome of the faction that can summon them. ‘manifestations and how they fit {nto the turn sequence, ‘SUMMONING: This endless sell issumnmoned with spel that Rasa, casting value of 5 anda range of 12 succesfully cast, setup the endless spell holly within range ofthe eases PREDATORY: This endless spell ina predatory endles spel. tcan be moved ‘upto and can fy. rertrans Esai eran are highly unpredictable, great power comes great risk HORRORGHAST nd with Peay Satan Preyon Fear: Horrorghast devour the terror oftheir vctins, going ‘more powerful as ear and panic spread Me wilde. Units within 12° ofthis endless spell ‘cannot receive commands inthe battleshock phase. In auton, ia unit fallsahatleshock test within 12 ofthis endless spell add D3 tothe number of ‘models that fle, AETHE SUMMONING: This endles spell ‘ssammoned with spell that has casting value of Sand. range of 7 1F successfully cas, setup the endless spell wholly within range ofthe caste. ‘When this endlese spel is setup, pivot the model so thatthe ip ofthe pendulum blade is pointing in the direction you wish the endless spell to move PREDATORY: This endless spell isa predatory endless spell. Itcan be moved up to 8" and can ly. When you move this endless spell, must movelin a straight line in the direction the tip of the pendulum blades pointing hough perenne CHRO SUMMONING: This endless spell Jssummoned with a spell that has a casting value of 6 anda range of Successfully cast, set up the endless spell wholly within range ofthe caster. eens Peseta RVOID PENDULUM Scything Blade: 4 single pas ofthe pendalum's lade is enough to decimate enemy ranks, sending out gory showers of severed limbs and decap tated heads ‘asi srings After this endless spell as moved, rol adicefor each unit that has any models ‘hati passed actors, and each ther ‘unit that is within I" of itatthe end of its move. On a2 that unit slfere D2 mortal wounds yee eeas NOMANTIC Mechanisms of Time: The workings ofthe Chronomantic Cogs show the passing ofseconds and aeons alike. By ‘manipulating the cogs a spelleaster can Speedup tim around them, allowing warriors to quickly close with thelr neimes Inthe some vein a wizard ‘can low time’s passage soar to avoid incoming blows and provide themselves ‘chance to cast further spells, Ifa player has any friendly WizanDs within 6 ofthis endless spell tthe Sart oftheir hero phase, they can change whether this endless pel, Is Increasing or decreasing the low oftime ‘When you set up this endless spel, you mast decide if is increasing or ecreasing the flow of time itis increasing the flow of time, players can reroll charge rolls for friendly units that are wholly within 12 ofthisendless spel Ifitis decreasing the low of time, players can re-rll casting ell for Ebiendly Wrzaxps that are wholly within 12 of this endese spell Peteaaar en EMERALD LIFESWARM ‘SUMMONING: This endless spell ‘ssummoned with a spell that has a casting value of 6and a range of IF ‘ccestfally cast setup the endlest spell wholly within range ofthe caster PREDATORY: This endless spell is predatory endless spell It ean be moved upto 8 andcan fy Poet rtt freer PARTS: This endless spell has 2 parts SUMMONING: This endless spell Jssummoned with a pell that has casting value of anda range of If Success eas, setup the pars ofthe endless spell within 6" ofeach other and ‘wholly within range ofthe caster, PREDATORY: This endless spells a predatory endless spell. Itcan be moved tap to Sand ean ly The parts ofthis tndless sell must remain within 6” of cach other. pertireacreno Preece pene! enya tiseer GEMINIDS Bounteous Healing: Squirming into the gops between rent flesh and broken ones, the insects of the Emerald Lifewarm sel the wounds ofthe living ‘and return the deal tothe ight through restorative mags After this endless spell has moved, the ‘commanding player can piel unit within + oft Tey can heal up to D3 wounds allocated to that unit or ifn0 ‘wounds are allocated tot they can ‘eturna number ofslain models to that ‘anit that havea combined Wounds characteristic ofD3 ores Exar Sees OF UHL-GYSH ‘Tendrils of Shadow and Light: Where ‘the Shadow Geminid leaves behind ‘noxious dark mist populated by ‘Musions, the Light Geminid radiates iecincratng light end bettors mind destroying truths [Affe this endless spel has moved, roll dice for each unit that has any models that passed across and each other unit that is within I" of tat the ‘end ofits move, Ona 2s, thet unit suifers| mortal wound. In addition, if a mortal wound caused by this ability is allocated to. unit and not negated, that tnit cannot sue or receive commands "nti the start of the next combat phase SUMMONING: This endless spell is summoned with a spell hat hae casting value ofS and a range of 816 secessfully cast, set up the endless spell wll within range ofthe caster PREDATORY: This endless spells « predatory endless spell. Itean be moved ‘upto d and ean fy perenne eerie er errors crete SUMMONING: This endless spell issummoned with spell that has 8 casting value of Sanda range of If ‘successfully cast, setup the endless spell wholly within range ofthe cate, aap MALEVOLENT MAELSTROM PRISMATIC PALISADE Ee Saceeead ‘Morbid Detonation: As it gorges ite ‘on magic and the howling sprit ofthe ‘ead the maelstrom eventually collapses tunder the weight ofits ov eistnce in ‘nova of devastating energy ‘Affer this endless spells summoned, placea Dé beside it with the T facing ‘op. Each time a spells successfully cast by aunit within 12" ofthis endless spel snd not unbound, afer the eects of the spell have been resolved increase the value ofthe dice beside this endless spel by (to maximum of). In audition, each time model slain within 12 ofthis endless spell, increase the value ofthe die beside this endless spel by 1 (toa maximum of 6, ‘At the end ofthe combat phase, this endless spellis onthe battle, rll» dice and add the value of the dice beside this endless spellto the roll. Ona 10+, each unit within 12’ of this endless spell Surfers D3 mortal wounds, Then, thie endless spell is eroved from pay Eee eee tas Blinding Light: The radiant beams projected from this barrier confound the aim of al within sight of and they _grov wider by the moment. Units within 6 ofthis endless spell cannot male shooting attack, Add 3 ta the range of this ability at the start. ‘ofeach battle round after the turn it ‘was summoned, SUMMONING: This endless spell ‘ssammoned with «spell that has casting valu of 8 anda range of If ccesfully cast, setup the endless spell wholly within range of the caster PREDATORY: Ths endless spells a predatory endless spell Itcan be moved Upto 8 and candy peereer rs Poem rhey Pe ace PURPLE SUN OF SHYISH End Given Form: All those touched bythe die rays of the Parle Sun of ‘Shyish meet her fina fate, their bodies tryitllised and their souls ripped away (0 the Realm of Death Subtract | from save rolls for attacks that target unite within 6 ofthis endless spell In addition, oll adice for cach unit within of this endless spell fife this endless spell has moved. Ona 1,1 model fom that unt is elain, ‘SUMMONING: This endless spell Ss summoned with spell that has 8 casting value of 6 anda range of 7 It ‘successfully cast, set up the endless ‘pel wholly within range of the enter. PREDATORY: This endless spell isa predatory endless spel It can be moved ‘upto 8" and can fy Deere Coren Percomrneteral pons QUICKSILVER SWORDS Pyoeeata nue Dancing Blades: With startling rapidity and efciency, and seemingly posesed of ‘vengeful purpose, the Quickstver Swords ‘ut through the enemy lines, their Keen: (ged Blades severing not only libs ut ‘also spirits from thet bodies. ‘After this endless spell has moved, you ‘an pick | unit that has any modelsit patsed across and oll 12 die. For each 5 that unit suffers 1 mortal wound. In sddtion, mortal wounds caused by this ability cannot be negated SUMMONING: This endless spell ‘sammoned with «spell that has casting value of 6and a range of 8 If successfully cast, setup the endless spell holy within range ofthe caster PREDATORY: This endless spell a predatory endless pll Iecan be ‘moved up fo 3D6' and can ly. You can recrollthe die that determines how farthisendles spell an move fit was summoned inthe same tra, pean Corie ene oars erin parent Rermemnyser PARTS: This endless spell bas parts, SUMMONING: This endless spell issummoned with «spell that has casting value of7and a range of 10 successfully cas, setup the parts of the endless spell wholly within 3° of ach other and wholly within range of the caster pee Coenen tae recent Cenerentn pee errerentemennny eaommets SOULSNARE SHACKLES Hunger: Rempaging across the battlefield ina blur of bestia ‘motion, the gnashing, razor-sharp teeth (of Ravenak’s GrashingJows ip apart ‘anyone and anything within reach, Aller this endless spell has moved, pice {unit that has any models i passed across or that swithin I" of at the fend ofits move and roll dice. On 2p ifthe rel fortis endles spell’ ‘move was greater than that unit's Move characteristic that unit suffers ‘a number of mortal wounds equal the difference between that unis Move ‘characteristic apd the rl oe tis ‘endless spells move piteegs meaecons Bound for the Great Oubliete: These rmanacles latch onto nr just the bodies ofcombatants but ther very soul ‘draining them of vigour and life as they dag their quarry toa vast dungeon fn Shyish Unite within ofthis endless spell ‘cannot run or attempt acharge-In Addition, atthe tat ofthe movement phase, rll dice foreach unit within 6’ ofthis endles spell. Ona 6 that unit suffers D3 mortal wounds SUFFOC ‘SUMMONING: This endiess spell issummoned with a spell that has a casting value of6 and arange of If ‘sceerfully cast, et up the endless ‘Spell wholly within range ofthe caster, PREDATORY: This endless spll sa predatory endless spell It ean be moved upto and can fy from the ground and surge Pecenn Parente cis THE SUMMONING: This endless spell {ssummoned with a spell that has casting vale of6 and range of If succesfully cas, setup the endless spell wholly within range ofthe caste. PREDATORY: This endless spll 3 predatory endless spell. Itean be moved upto 8 and can fy, ees acre enn) acorn SUP ane ATING GRAVETIDE Palled to the Grave: Those warriors ‘aught in the path ofa Suffocating Gravetide find themselves butted by ‘churning earth and dragged by the spectral forms ofthe restes ded. After this endless spell has moved, foreach unit that has any medelsit passed across, rolla number of dice ‘qual othe number of modelsin that ‘unit, For each 6 that unit sulfers 1 mortal wound Pate ceaed BURNING HEAD Flaming Skull: The Burning Head crashes into the enemy bate line with voleane-force, reducing all around 10 ‘ash bfare expending ts arcane power in ‘asingle burs ofrage ‘After this endless spell has moved, if any units ae within 3 of troll adice Toreach unit within ofthis endless spel, Ona 2 that unit sulfers D3 ‘mortal wounds. After this endless spell Causes any mortal wounds with this ability, its removed from ply. PARTS: This endless spell has 2 pars SUMMONING: This endless spell in eummoned witha spell that has a casting value of and range of 18 Tf successfully cas, setup the pars of the endless spell wholly within range of the caster, ceettereeny betters Pare ere Eisrirenonrtty ‘PARTS: Thi endless spell has2 parts SUMMONING: This endless spell issummoned with a spell that has 2 casting value of 6and a range of 2. succesfully cas, setup the pats of the endles spell wholly within range of the caster, one and tortured Le emia Comrie rere = per UMBRAL SPELLPORTAL SOULSCREAM BRIDGE - Peete eae Arcane Passage: When looking upon ‘an Umbra Spellprta, those versed in ‘magi ee a shadowy reflection of what lies on the other side of ts vinned construct while physical mater cennot travel rough the portal, astherie cenergy knows no sch restriction. ‘Once per turn, ifa Waza successfully cate a spell within 1 of this endless spell, the range, visibility and eect ofthat spell ean be messed rom 1 part of this endless spell instead ofthe caster, Spells that summon ‘endless spells do not benait from this eect, In addition, once per turn, if predatory endless spell starts a rove within 6” ofthisendless spall Instead of makinga move witht, the commanding player can remove that predatory endless spel from the battlefield and setitup again anywhere within 6" ofthe other partof this nese spell. An endless spell st ‘upin this manner does not countas having moved, Penne aera Deathly Passage: Those who pass ‘across a Soulsream Bridge travel the tides of deathly magi, bypassing physical obstructions Atthestatfthe movement phate, the player whose turn is taking place Femove I friendly unit that is wholly within 6" ofa part of this endless spel from the battlefield and sett up again ‘wholly within ofthe other part of thisendless spell and more than 3" from all enemy unit, Amit cannot be removed and set up againin this way more than once per phe, A unit removed and set up again in this way cannot make anormal move orl in the sane pee ee ee ee PARTS: This endless spell has 2 parts, SUMMONING: This endless spell issummoned with a spell that has a casting value ofS anda range of 1 Ifeucceefully cast, set up the parts of the endless spell wholly within 12" of each other and wholly within range of the caster, PREDATORY: This endless spells ‘predatory endless spell. When you pick this endless spell to move, remove Tafits parts fom the battlefield and set itup again wholly within 12" ofits other part, cere bleedin pie, So Teeccnntess SUMMONING: This endless spell lssummoned with a spell that has a casting value of 6 ands cange of 6 If successfully cas, setup the endless sell wholly within range ofthe caster. PREDATORY: Tis endless spells « predatory endless spell. Itean be moved Up to 18 and an Lee res groves renee irs Preece ar Eee SHARDS OF VALAGHARR LAUCHON THE SOULSEEKER Bearer ncaa Ensnaring Soul-drain: The fou energies ofthe Shards of Valagharr link one prism to another, ensnaring nearby ereatures in a web of animus draining magic ‘After this endless spell has moved, dravra straight ine betwen the closest points of each pat of ths endless spell Each unit passed across by thisline is ‘ensnared until the end ofthat turn Hale the Move characteristic of unit that is ensnared In addition, unt that is ensnared cannot fy or be removed feom the batleeld with an effect that wold allow ito beset up again inthe Parente neers Soul Price: The Soulzecker knows the location af every spirit in the real, ‘and can swiftly guide aspellcaster to that which they seek vet, demands a heavy tl Before the commanding player moves this endless spel, they ean pick 1 fsiendly Wrzam wholly within 3° ofthis endless spell Remove that Wezanp from the bstleficlé, After this endless spell has moved, set that Wezano up again wholly within 3 ofthis endlesspell and more than 9° fromall enemy units After that ‘Wizanp has been setup it eufers 1 mortal wound. That WrzaRb can make {normal move or run in the follwing movement phase THE RULES “this section expl how to play games of Warhammer Age of Sigmar ‘with your collection of Citadel Miniatures. It also includes the Player's Code, a handy set of guidelines that will help you and your opponent

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