You are on page 1of 5

WARSCROLL

M OV E
CADO EZECHIAR
U N DS 6" T HE HOL LOW K ING

6 3+

S AV E
MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
WO

Ezechiarian Greatsword 2" 5 3+ 3+ -2 2


10 Cado Ezechiar, the Hollow King, The Court of the Lost: The iron rings Retribution or Salvation: Cado’s
BR
AV E R Y is armed with an Ezechiarian worn by Cado hold the spirits of souls quest for both vengeance and self-control
Greatsword. He cannot gain a from his past. In times of need, he manifests as two forms of sorcery: bolts
subfaction keyword. summons their ethereal forms to aid him. of killing judgement and an aura of regal
authority that animates nearby dead.
WIZARD: This unit can attempt to At the start of your hero phase, if this
cast 1 spell in your hero phase and unit is on the battlefield, you can say it Retribution or Salvation is a spell that
attempt to unbind 1 spell in the enemy will summon a spirit from the Court has a casting value of 6 and a range
hero phase. of the Lost. If you do so, pick 1 of the of 18". If successfully cast, pick 1 unit
effects below. That effect lasts until the within range and visible to the caster. If
The Hunger: Those who bear the start of your next hero phase. that unit is an enemy unit, it suffers D3
Soulblight curse constantly crave blood mortal wounds. If that enemy unit has
and are empowered by feasting upon Spirit of the Steed: This unit has a the Chaos keyword, it suffers 3 mortal
their foes. Move characteristic of 14". wounds instead of D3. If that unit is a
Each time this unit fights, after all of its Spirit of the Tutor: Add 1 to casting, friendly Soulblight Gravelords
attacks have been resolved, you can heal unbinding and dispelling rolls for Summonable unit, you can heal up
up to a number of wounds allocated to this unit. to D3 wounds allocated to that unit
this unit equal to the number of wounds or, if no wounds are allocated to that
and mortal wounds caused by attacks Spirit of the Fallen: If an attack unit, you can return a number of slain
Known as the Hollow King, made by this unit in that phase that made by this unit wounds the target, models to it that have a combined
Cado Ezechiar seeks both were allocated to enemy units. that attack causes a number of mortal Wounds characteristic of D3 or less.
vengeance and redemption. wounds to the target equal to the
Once a mortal king, his weapon’s Damage characteristic and
lands were ravaged by the attack sequence ends (do not make
Chaos. Now he hunts the a save roll).
servants of ruin while
seeking a way to escape the Death, Soulblight Gravelords, Vampire, Hero, Wizard, Vampire Lord,
controlling will of Nagash. KEYWORDS Cado Ezechiar

WARSCROLL
M OV E

4"
DR E K K I F LY N T
U N DS

6 3+
S AV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

The Aethermatic Equaliser Mk. III 9" 2D6 3+ 3+ -1 2


8 MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
BR Grunnsson’s Axe 2" 3 3+ 2+ -2 2
AV E R Y

Drekki Flynt is armed with the Let Me Drive!: A life on the run has Light-fingered: If Drekki eyes a rare
Aethermatic Equaliser Mk. III and honed Drekki’s piloting skills to the trinket on an undeserving bearer, he will
Grunnsson’s Axe. extent that he can perform manoeuvres almost always ‘borrow it and put it to
in skyvessels that would earn the respect better use’.
Captain of the Aelsling: Manned by of even the most seasoned Windmaster.
a motley crew of misfits and ne’er- At the start of the combat phase, if this
do-wells, Drekki’s pride and joy is the You can re-roll run rolls and charge unit is within 1" of an enemy Hero
Aelsling, said to be the fastest vessel rolls made for the Aelsling while this that has an artefact of power, you can
in Barak-Mhornar. unit is in its garrison. say that Drekki will try to ‘borrow’ that
artefact. If you do so, roll a dice. On a
You can pick 1 Barak-Mhornar Auxiliary Skyhook: Drekki’s axe 3+, that artefact of power can no longer
Arkanaut Frigate in your is custom-fitted with a small skyhook be used (if a weapon was picked when
army to be the Aelsling. Record this that can skewer any beastie that strays the artefact of power was selected, that
information on your roster. Add 1 to too close. weapon reverts to normal). This ability
the Damage characteristic of that unit’s cannot be used while this unit is part of
Boarding Weapons. Each time this unit fights, after all of
its attacks have been resolved, you can a garrison.
Drekki Flynt. It is a name to pick 1 enemy Monster within 3" of
which tankards have been this unit and roll a dice. On a 2+, that
raised and curses levelled a
Monster suffers 3 mortal wounds.
thousand times. Captain of
the Aelsling, fastest ship in
Barak-Mhornar, Flynt earns
his reputation with flexible
morals, an aether-powered
axe and a multi-barrelled Order, Kharadron Overlords, Duardin, Barak-Mhornar, Hero, Skyfarer,
pistol always close to hand. KEYWORDS Marine, Drekki Flynt

PITCHED BATTLE PROFILES


UNIT BATTLEFIELD
WARSCROLL POINTS NOTES
SIZE ROLE
Cado Ezechiar, the Hollow King 1 135 Leader Single, Unique
Drekki Flynt 1 130 Leader Single, Unique

© Copyright Games Workshop Limited 2022


BATTLEPLAN
NARRATIVE PLAY

MUTINY ON THE AELSLING


‘Mutiny! And they’ve released The mutineer can include Heroes Designer’s Note: A simple way
the prisoners!’ from any faction in their army. to represent the Aelsling can be to
mark out its boundaries with sheets
The call comes from the Neither army can include any of paper. You could even use cotton
midships. Drekki Flynt lifts Heroes with a mount. Summoned wool to represent clouds!
one hand from the Aelsling’s units cannot be added to your army.
wheel and unholsters his triple-
barrelled pistol before turning to DEPLOYMENT
his loyal deckhands. ‘Let’s show The admiral sets up their Heroes
them how the crew of the Aelsling first, each wholly within the stern
deal with traitors!’ or the bow. No more than half of
the admiral’s Heroes (rounding
‘Harkraken!’ Shouts the up) can be set up in either area.
Aetheric Navigator in the main Then, the mutineer sets up their
endrinsphere’s viewing bay. It’s Heroes wholly within the
never just one crisis at a time for midships and more than 6" from
Drekki Flynt. all enemy Heroes.

THE BATTLEFIELD
THE ARMIES The battle is fought on a 30" × SWASHBUCKLING
One player is the admiral and 22" battlefield. The battlefield HEROES
their opponent is the mutineer. comprises the deck and the sky, The normal rules for receiving
The normal rules for picking as shown on the map. In addition, command points and using
armies are not used and neither the deck is divided into 3 sections: command abilities are not used.
are allegiance abilities. Instead, the stern, the midships and Instead, at the start of each hero
each player’s army consists of 1-5 the bow. The players set up the phase, each player receives D3
Heroes, each with a Wounds battlefield terrain together so that command points (each player
characteristic of 6 or less. it represents Drekki’s ship, the rolls separately). At the end of the
Aelsling, and the surrounding battle round, any command points
All units included in the admiral’s sky. 1 terrain feature or token which have not been used are lost.
army must have the Order must be placed within the stern Command points can be spent
keyword. In addition, the admiral’s to represent the ship’s wheel, as on the following abilities during
army must include Drekki Flynt. shown on the map. the battle:

Daring Rope Swing: At the start


of your movement phase, you can
pick 1 friendly Hero and spend 1
command point for them to make
1 2
a daring rope swing instead of
any other kind of move in that
phase. If you do so, that Hero can
STERN MIDSHIPS move up to 12" in the same manner
as a unit that can fly, and can end
BOW that move within 3" of any enemy
Heroes. In addition, each time a
The Wheel
Hero makes a daring rope swing,
add 1 to wound rolls for attacks
made by that Hero until the end
of the turn.
3 4
NARRATIVE PLAY
Deliver a Riposte: After an enemy THE SKY’S THE LIMIT BATTLE LENGTH
Hero has made a pile-in move (or If a model that cannot fly finishes The battle lasts for 6 battle rounds.
they have just had the opportunity a move not on the deck, it is
to do so but remained in place), immediately slain.
you can spend a command point GLORIOUS VICTORY
for 1 friendly Hero within 3" of The wheel is treated as an
them to deliver a riposte. Each objective, however Heroes can
player secretly picks a number only contest it while they are
from 1-3 and conceals a dice within 3" of it and no enemy
showing that number behind Heroes are within 3" of it. The
their hand, before both dice are mutineer wins a major victory if
revealed. If the numbers on the they gain control of the wheel. The
dice are the same, the enemy THE HARKRAKEN admiral wins a major victory if all
Hero’s attacks are resolved as At the start of the hero phase, enemy Heroes are slain. If neither
normal. If the numbers on the dice before anything else is resolved, player has won a major victory by
are different, that Hero’s attacks the player whose turn it is rolls a the end of the battle, the admiral
are said to be have been parried dice and consults the Harkraken wins a minor victory.
and they cannot make attacks in Behaviours table below.
that phase.

When an enemy Hero’s attacks D6 HARKRAKEN BEHAVIOURS


are parried, pick a point on the Tentacular Strike: A mighty tentacle crashes down onto
battlefield and roll a D3. Both that the deck, rocking the Aelsling and knocking those nearby off
enemy Hero and the friendly their feet.
Hero you picked move up to a
number of inches equal to that 1-4 The dice roll corresponds to a quarter of the battlefield as
dice roll. Both Heroes must move shown on the map. Roll a dice for each Hero within that
in the same direction and must quarter of the deck. On a 4+, the opposing player can move
finish the move as close as possible that Hero D6", even if it is within 3" of any enemy Heroes.
to the point that you picked. If Drekki Flynt is only affected on a 6.
the move would take the friendly Pulled Into the Depths: A slimy tentacle wraps around the leg
Hero off the deck, that Hero can of a hapless hero, seeking to drag them overboard.
finish that move at the edge of the
deck instead. The players roll off. The winner picks 1 enemy Hero and rolls
5 a dice, adding the number of wounds currently allocated to
that Hero to the roll. If the roll exceeds that Hero’s Wounds
characteristic they are immediately slain – the tentacle pulls
them overboard, screaming, never to be seen again! Drekki
Flynt cannot be picked as the tentacle’s target.
Shadows Below: The harkraken circles beneath the Aelsling,
6 searching for a weak point…
No effect.
Yo Ho Ho and a Bottle of
Bugman’s!: At the start of the
combat phase, you can pick any
number of friendly Heroes and
spend 1 command point for each
to drink a bottle of Bugman’s
XXXXXX. If you do so, you can
heal up to D3 wounds allocated
to each of those Heroes (roll
separately for each). However,
on the unmodified roll of a 1, the
strike-last effect is also applied
to that Hero until the end of
the phase.
BATTLEPLAN
NARRATIVE PLAY

SOULSEARCHING
Rumours of a mysterious ring Gatehouse Guards: 1 unit with THE BATTLEFIELD
held in the treasury of a brutal a Wounds characteristic of 1 The battle is fought on a 30" × 22"
warlord have reached the that consists of no more than battlefield. The battlefield comprises
ears of Cado Ezechiar. He has 10 models. the four different levels of the
bought the services of a small warlord’s tower: the Gatehouse,
mercenary force to assault the Great Hall Revellers: 1 unit with the Great Hall, the Gallery and
warlord’s tower and recover the a Wounds characteristic of 1 or the Solar. The players set up the
strange object. 2 that consists of no more than battlefield terrain together so that
10 models. it represents the warlord’s tower.
5 terrain features or tokens must
THE ARMIES Gallery Nobles: 1 Hero with be placed to represent the doors to
One player is the attacker and a Wounds characteristic of 5 or each level of the warlord’s tower as
their opponent is the defender. less and 1 unit with a Wounds shown on the map.
characteristic of 1 that consists of
The normal rules for picking no more than 10 models. Models can only move from one
armies are not used and neither level of the warlord’s tower to
are allegiance abilities. Instead, the Solar Warlord: 1 Hero with a another level of the warlord’s
attacker’s army consists of Cado Wounds characteristic of 8 or less, tower by passing across a door.
Ezechiar and 1 other unit that and 1 other Hero with a Wounds The door is considered to be wide
has a Wounds characteristic of 1 or characteristic of 5 or less. enough for the base of any model to
2, and consists of no more than 10 pass through.
models. This unit is referred to as The units in the defender’s army
the mercenaries. The mercenaries must be from the same Grand
cannot have the Chaos keyword. Alliance (i.e. they should all have DEPLOYMENT
either the Order, Chaos, Death The attacker sets up all their units
The defenders army consists of or Destruction keyword). first, each within 3" of the door
4 contingents: the Gatehouse that leads from the outside to the
Guards, the Great Hall Revellers, Neither army can include any units Gatehouse. The defender sets up
the Gallery Nobles and the Solar with mounts. the unit in the Gatehouse Guard
Warlord. Each contingent includes contingent wholly within the
the following units: Gatehouse and more than 9" from
all enemy units.

All other units in the defender’s


army start the battle in reserve and
will arrive as described later.

HEROIC ACTIONS
1. GATEHOUSE 2. GREAT HALL In this battle, the attacker can
Door Door
carry out Fearless Duel or Swift
Vengeance instead of any other
heroic actions they can carry out
with Cado Ezechiar.
Door Door
Fearless Duel: Pick 1 enemy Hero
within 6" of Cado Ezechiar.
Each enemy Hero can only be
3. GALLERY 4. SOLAR picked once per battle. Until the end
Door
of the turn, attacks made by Cado
Ezechiar must target that Hero,
and attacks made by that Hero
must target Cado Ezechiar.
NARRATIVE PLAY
In addition, other units cannot up within 3" of the door to the the Chaos keyword. The unit must
pick either Cado Ezechiar or Solar that borders the level they be set up within 3" of the door on
the enemy Hero as the target of were in. The defender then sets up the level Cado Ezechiar is in.
their attacks. their units for that level, anywhere
in the Solar and more than 9" from
Swift Vengeance: Roll a dice. On a all enemy units. BATTLE LENGTH
3+, the strike-first effect applies to The battle lasts until all of
Cado Ezechiar until the end of CALL FOR the attacker’s units have been
the turn. REINFORCEMENTS destroyed or until all the
Each time the attacker sets up defender’s units in the Solar have
ASSAULT THE TOWER their units around a door, they can been destroyed.
If all the Gatehouse Guard units heal up to D3 wounds allocated to
are destroyed, the attacker removes Cado Ezechiar and can return
their units from the battlefield D3 slain models to the mercenaries GLORIOUS VICTORY
and sets them up within 3" of the unit. In addition, the first time the If all of the attacker’s units are
door to either the Great Hall or the mercenaries unit is destroyed, at destroyed, the defender wins
Gallery. The defender then sets up the start of the next hero phase, a major victory. If all of the
their units for that level, anywhere the attacker can set up a new defender’s units in the Solar
on that level and more than 9" from mercenaries unit on the battlefield have been destroyed and Cado
all enemy units. and add it to their army. Ezechiar has not been slain, the
attacker wins a major victory. If
If all the Great Hall Revellers or The mercenaries unit can be any all of the defender’s units in the
Gallery Nobles units are destroyed, unit with a Wounds characteristic Solar have been destroyed, but
the attacker removes their units of 2 or less, that consists of no more Cado Ezechiar has been slain,
from the battlefield and sets them than 5 models, and that does have the attacker wins a minor victory.

You might also like