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Cea Ome! a Y. I ANNI 31 THE REALMGATE WARS ee CITADEL — From the maelstrom of a sundered world, the Eight Realms vere born. The formless and the divine exploded into life. Strange, new worlds appeared in the firmament, each one gilded with spirits, gods and men. Noblest of the gods was ‘Sigmar, For years beyond reckoning he illuminated the realms, wreathed in light and majesty ashe carved out his reign. His strength was the power of thunder. His wisdom was infinite, Mortal and immortal alike kneeled before his lofty throne. Great empires rose and, for awhile, treachery was banished. Sigmar claimed the land and sky as his own and ruled over a glorious age of myth, But cruelty is tenacious. As had been foreseen, the great alliance of gods and men tore itself apart. Myth and legend crumbled into Chaos. Darkness flooded the realms. Torture, slavery and fear replaced the glory that came before. Sigmar turned his back on the mortal kingdoms, disgusted by their fate. He fixed his gaze instead on the remains of the world he hhad lost long ago, brooding over its charred core, searching ‘endlessly for asign of hope. And then, in the dark heat of his rage, he caught a glimpse of something magnificent. He pictured a weapon born af the heavens. A beacon powerful enough to pierce the endless night. An army hewn from everything he had last. Sigmar set his artisans to work and for long ages they toiled, striving to harness the power of the stars, As Sigmar's great work neared completion, he turned back to the realms and saw that the dominion of Chaos was almost complete. The hour for vengeance had come. Finally, ‘with lightning blazing across his brow, he stepped forth to unleash his creation. The Age of Sigmar had begun. CONTENTS THE IRONWARP CITADEL... WARSCROLL BATTALIONS... The Swards of Chaos ‘The Everchosen's Menagerie A RUNESON’S SACRIFICE... Time of War Rules... The Knights Imperius... a Battleplan: Storming the Gates 1:26 | The Hammerfall Brothechood a2 Batteplan: Securing a Foothold -+-30 | Fyrestorm Pack AB Battleplane To Killa King... oe 34 ‘THE RULES. ‘Games Workshop Li, Willow Road, Lecton, Nottlngham, NG? 2WS, United Kingsorn Prine by Games Workshop in the UI: games-workshap.com He HE IRONWARP CITADEL {In this exclusive Warhammer World book, you can discover how the magnificent Ironwarp Citadel exhibit was created, read a gripping account of this mighty battle, savour a lavish picture gallery and ‘use the included battleplans to recreate the clash with your collection of Citadel Miniatures, A major highlight of the Exhibition Centres Warhammer Age of Sigmar gallery, the bate forthe Iromwarp Citadel offers a unique look at one of the pivotal bates from The Realmgate Wars: Godbeasts In the Realm of Fire, the great Solar Drake tuactof land named the Land of the Chained Sun, As Archaon, the Chaos Gods’ mast formidable champion, learns that this suis in truth one of the mighty Godbeasts, he weeks to ax is Fettered toa floating lead bis Varanguard an a mission to claim the ereaure, But he shallot 0 unopposed. In high Sigmaron, the Gad: King stirs and sends his ‘warriors to Agphy there to deny the Everchosen and defend Ignax. As sear engalfsthe Land of the Chained Sun, the Fyreslayers of Austarg Lodge launch their own bid to reclaim their hhearthlands by executing 2 drastic and esperate gambit At the beginning of this project, the Warhammer World Studio team faced A daunting challenge. They would spectacular and 1g Vistas of the Mortal Realms need to conve ber and copture the escence of this war: torn portion of the Ashlands of Aqshy. The battle for the Ironwarp Citadel was en Order a monumental clash and Chaos, and recreating it with a rniniatures display would call for every last mote of their imagination and skill, So read on, and discover just how these expert model-makers turned a mighty legend into miniature reality iictch, which helped elavify cones Next, seed fix them in physical space. 6 scale prototype was made, te with terrain, buildings and 1 equivalent-scale cardboard visitor. This model served as gu play’ bullders and helped ensure he miniatures would be correctly positioned. The designers stood lefor the he scaled-down figure along Eiferent points of the prototype, then looked over its shoulder for an pression of borw the larger model would appear when viewed fron the level ofa full-size visitor pgest displays in the -chibition, the finished diorama sures a huge ninety-six square the equivalent of four large 6x 4 {gaming tables put together), and soars to aheight of 86°. The display ‘was builtin sections for portability the joints of whi pare concealed by an ingenious system of interlocking scenery. The modellers took advantage of the inherenlyiregular shape of the mountainous terrain, and used the overhanging rocks to break up the straight edges ofthe joined panes, “Thus, even when viewes! closely. The display’s foundations take the form of timber-framed modules consisting of rectangular platforms, two tower sections, the mountain areaand a bridge. Each of these units is lightweight but sturdy, strong enough in fact to bear the wel of 1a model-maker, as was proved in the st construction and painting process, (Once the timber frame was complete, the basic mountains were created weight materials The model-makers then turned their attention to creating «realistic rocky texture, Weight ‘would need to be kept toa minimum, precluding the use af real stone, 30 instesd silicon moulds were made from chunks of granite, and used tw cast dozens of reprodluctior lightweight resin material, No fewer than seventy-five Chaos Dreadhold Helfort sets were used to. create the fortifications on the display Every single Skull Keep was utilised tw build the many walls and spires of the bastion, along with seventy of the Malefic Gate sections. The kits modular design came into its own here, with Helfort parts being used great number of different locations The multi-part set allowed the model makers free rein when laying out the sitadel, forming a series of walls keeps and soaring battlements, The versaility of this and other Citadel terrain kits ‘enable anyone, from practiced model rmakersto aspiring novices, to build stunning gaming boards, regardless of the size and scope of the design. ‘Weaving upwards past the outer walls and into the citadel isa utted and rubble-strewn track. Spanned by dramatic fortified bridges that form part of the fo road is designed to draw the viewer's eealong and up the board with the rising terrain, ress sel, the Like the best kitsbashers the modellers used avariety of miscellaneous items to great effect. Amongst these can be found chains that haul wp the poricullis and lids from Khorne Bloodbound Dic the winehing mechanism Shakers that form The model was painted with Citadel Paints using techniques that will be familiar to every hobbyist, albeit on a vast scale, Black Spray was applied to the entire ‘model. Next came a basecoat of Rhinox Hide, painted onto both the ctadet and the terrain, "The rocks were then treated with several Shade and Layer paints in diferent hues of green, grey and brown. These colours were applied randomly in patches, and their edges were carefully bended using a water spray and a it, an undercoat of Chaos a Scenery brush, gradually building the colour fora subtle and natur Recteating the corroded appearance of the fortress’ walls calle for a different tactic. Here, Trol Slayer Orange was applied using a spray gun. Spraying downwards from an angle of around 45, the colour graduated from a dense covering across the top of the ramparts, toa feathered effect towards the bottom of the walls. Besides imitating exidised, corrupted Chaos iron, the fading effect created a look of eerie daylight hitting the structure and emphasising the walls’ macabre carvings. Lastly came the meticulous task of applying rust sireaks in lighter colours and all the remaining detailing tothe model. All ‘of this was done by hand, using small (Citadel hobby brushes ictone. , ne inspiring as the finished scery was, the exhibits fall mpiact sx cal realised afer the vast shing warriors and centre stage amongst its ard mountains, And jus as spect with a display of this made, the battle forthe Ironwarp huge cast of over forces are split almost evenly es of Order, who 4 miniatures, and the Chaos ding the stronghold, se ofthe celestial comes in the form of rank pee rank of Sormeaet infantry, With id eighty Liberstors forming the core af two entire Warrior ‘Chambers. Leading the charge isa speartip of eighty Drucothian Guard from the Hammers Draconis. The Stormeast battle ines are filled out with ‘one hundred and eighty Judicators, hhirety Paladins, forty-five Prosecutor and four stunning Stardrakes. The Fyreslayerfyrd boasts similarly daunting numbers, with two hundred ‘Vulkite Berzerkers, one hundred Auric Hearthguard and six fyre-spewing ‘Magmadroths forming the bulk of its force. Arrayed against both of these hosts stands an intimidating ‘Chaos garrison, the jagged edge of which consists of four hundred and sixty Bloodreavers, one hundred and fity Bloodleiters,« hundred Blood ‘Warriors, sity Skullreapers and. an equal number of Weathmongers se Mounted on their ferocious steeds and Fnunching their own charges are sixty Varanguard and forty Mighty Skullcrusher ‘team of jst seven mode-makers printed all of these miniatures to the same professional standard as the scenery: Add tothese the dozensof complex character models on both sides, including Bloodthirstes, the Celestant-Prime, and the stunning centrepiece of Archon hienself, and the extent of the work involved becomes quite mind-boggling. Impressive as these numbers are, they become truly remarkable when taking into account ihat the entice display ~ scenery, fortress, miniatures and all was planned, ult and painted within a | space af just five months! —— is height. In the foreground, n Guard of Lord-Celestant Imperius thunder into the valley, ‘passing beneath the bridge into the citadel dark heart. Once inside, they the dreaded Varanguard. Behind them,2 Warrior Chamber marches towards the fortress gates in tight formation, ready to facea tidal wave of Bloodbound warriors. High above the battle rare Dorghar, the terefying daemon mount of Archaon. The Eve of the carnage he flank, a fpr their Magmadroths" inf reac he ax. At thei head vides proud Arf Borrs med ers of Ru BoreG on has sworn to climb th thevgie itm ‘On the pages that follow, you can relive a chapter of this epic battle first-hand in the gripping tale of Arfig Horrson, eath-sworn Runeson of the Austarg Lodge. = — A RUNESON’S SACRIFICE Rearing backon their powerful hind-legs, the Magnnadroths spat ther streams of white-fireat the ancient wall ahead. t bubbled and sereamed, warped and melted under the onslaught of blaring magma. Finally t gave way with a deafening groan of protest, and a cloud of dust and ash billowed forth. ‘In Grimnir’s name! roared Arfig Bosrson, ‘Onward to sory! ‘Asthe mighty siege-beasts of the Fyreslayers lumbered forwards, tide of frenzied warriors surged with them, eyes alive-with the prospect of worthy bate. At thie fore, the ‘Auric Runeson ran, rolling his twin axes around in eager hands, powerful legs carrying him with surprising agility cross the charred and smouldering rock ‘Ahead, the defenders roared their foul oaths to the god of slaughter. A Magmadroth rumbled forwards, the fierce heat molten bile spilling from of its reptilian bull hazing thea its wide-open jaws. Its head snapped forwards as the duardin that rode it bellowed a command, and a torrent of ite arced ‘across the Chaas line, A chorus of screams erupted, and Arfig OU oto ed OB) ssw human torches writhe and fll, More of the great repifes barged forwards, adding their own fury tothe firestorm, ‘Through this wall of flames leapt the Fyreslayer warriors, falling upon those few who had not been burned to ashes Ashe burst through the wave of fearsome het ard into the breach, Arfigtook in the battlefield. The Ironwarp Citadel loomed ahead, a cage of rusted iron bedecked with skulls and the filthy panoply of Chaos. On all sides rose spiked towers and sheer walls, from which torrents of tainted mage and warped projectiles spat forth. Behind those formidable fortifications lay the chain. He could see it in the distance, {impossibly huge, stretching ff into the sky towards the glare ofthe sun above. Except it was nota sun, These great chains, spread out acrass the Land of the Chained Sun, bound the Solar Drake Ignax, a creature of mythical power. It was these chains that the Fyreslayers must scale to brand the Rune Auriakh ~ the symbol of binding ~ into Ignax’ ide, thereby controlling the apocalyptic fires of the great drake. ‘The Land of the Chained Sun would be scoured in the Lnfermo, All would be consumed in that tumultuo INEERNIA si me 3 a ‘ 3 as imnirs chosen the Pyreslayers, Such was the ome of the Runesiniter Claimblade, and though Arfig «priest less than a cornered coal-snake, Sec had given the word, All that was left was to fulfil the Ranctichcr' mill or die in the attempt. Probably both 3 roar from above. Something huge and scaled stooped over Arty’ head, abut that seemed simply ake tothe skies. twasa drake, barded in ate gold armour, six horns sweeping back some maw, Upan its back rode a mighty warrior, smilarly wondrous armour. Thice more riders Silvas end as one they veered gracefully tothe left Being = the slope of the fortress towards a tower reaching ss fe cracked earth like a grasping claw of rust-red i sed a darkness, He saw dark leather wings, and a Set ashing tail a sleck, monstrous form that cast a sd shadow across the batle below, In the sade someda greater nightmare, towering figure singh block armour. From within an ornate war-helma curved horns blazed hateful red eyes, chosen, Herald ofthe end of all things. SSemegh the blistering heat of his battle-lust, Arfig felt an il. Even across this great distance, itseemed smlnations gaze bored straight through him. ge=ping, brother of mine’ came a chiding voice a his sai More exe-fodder to come! LORD-CELESTANT IMPERIUS, DAEMON SLAYER Arfigturned to find Runeson Urvath wrenching his axe free from the skull of sain foe. “You're too old and fatto tim the great chain, Urvath? hh shouted hack. ‘Youd bes stay behind and mop up these ‘weaklings while carry out the Runefather’ will? [A fresh tide of filthy, blood-soaked savages charged down the slope towards the Fyreslayers, rabid eyes aight with the ecstasy of slaughter and death. At their head ran a hulking figure whose spoiled-meat flesh was marked by countless runes of devotion to the Blood God. Its face was. barely human, hate-filled visage split by a too-wide smile that was filled with wicked fangs. Two horns curved out of the side ofits head, and it carried abbrutal greataxeas tall as a ‘mortal human. “That one’s mine? spat Urvath, and with a fearsome bellow, the duardin hurtled forwards fo meet the enemy, ‘As Arig folloed in his brothers wake the full wale of the battle opened up before him. Beyond the outer wall ‘was another ring of fortifications, and he could see yet fiore twisted figures upon the walls, hurling spears and axes down amongst the Fyreslayes. To his left lay the main thoroughfare, a rough slope of blackened stone that earved its way up towards the heart of the Tronwarp Citadel. The draconic cavalry of the Stormcast Eternals was pounding its \way up this slope, living wedge of rippling green flesh and radiant golden armour. RT CR STITT Imperius isthe Lord-Celestant of the Hammers Draconis, frst of the Extremis Chambers, Bold and decisive, Imperius was born to lead. In morta life he was Imperio, the king of a dying empire attacked and betrayed by Chaos. When Sigmar looked dowa from the Heavens, Imperia end was nigh, For he had already struck his spars, driving his household knights on ene last glorious charge. The situation was hopetes, but it was notin his nature to concede. Now reforged as Imperius, he secs himself as til leading that last charge. His Stardrake, Loxia, is also royalty amongst her celestial kind, and her bond with this young Stormeast _grovs With every victory. Inthe war forthe Land of the Chained Sun, Imperius led the Drakesworn Templars of the Hamiters Draconis into battle against Archaon himself. Undaunted by the dreadful Chaos warlord’ might, Imperius and his ‘warriors risked death to draw the Everchosens eye, giving the Fyreslayers the vital ‘time they needed to fulfil their secret purpose, “There came the thunder of hooves from the north. From the mouth ofthe fortress, tide of blac irom and ruinous heraldry spilled forth. Backed by an atonal dirge of war horns, the mighty Varanguard, most feared champions of the Evechosen, charged down the ashen lope to:meet the foc. All across the batlfield heads tured to take in this most terrible of contests. The two forces came together, and the sound was that of a world ending. -Arfig tore his eyes away from the terible spectacle just in time to avoid a falling carved through the ranks of his 1 fellow Bloodreavers, Warriors fell and were ground inte paste under the pressure af tonnes of flesh and armour. Riders were |, thrown free of their draconic ‘mounts, the fierce momentum sending them spinning end ‘over end into the mae! ‘churning bodies. Oh, it eas such beautiful joyous carnage, 1p and for the endless war!" An insensate bellow of Fury from behind warned him of the Khorgo moved aside just in time, the hulking monster ba past, the screaming skulls that writhed beneath its flesh stretching the skin taut, razot- edged shards of bone juttin from its limbs and shoulde reached out and ripped a Stormcast from his saddi snapped the warrio tha flex of ite muscl Something struck Zontkrus in the shoul e sprawled in the bloody ash, face splashing Ina pool of warm gore. He grinned through the crimson | blur that masked his vision and looked up, { Face me, faithless wretch” said the rider, a noble figure {| whose armour shone painfully bright even in the dull haze of the Ashlands, Zonikrus wanted nothing more than to peel his | flesh free, inch by painful inch, "Your skin is mine,’ he | promised, axe raised high he lines of the Bloodhound, siphus was the next to fall His stardrake whirled and are of ightni ym its maw even as the Drakesworn Templar aimed his. tan arch-heretic’s heart. srchaon's three-headed daemon beat its blackleather | wings and soared back {| out of range of the strike and as Zaiphus the Everchosen's flaming sword slashed out to sever his head at the neck. the Templar’s body toppled away, dissolving in a storm of white Light before it ever reached the; The Everchosen's hideous unt spiralled upwards until its shadow fell across & the remaining Templars, then out achorus of triumphant As, The piercing shrick of monster's avian head rose Celestant Imperius. Loxia growled beneath him, and he ran ahand gently down the stardrake’s neck. ‘But the longer we keep this monster occupied, the more time we buy for our brothers, And tell me, warriors | of Sigmar, would you not swish to be the first to take this | traitor’s head?! Lord-Celestant’s heart with ‘ne, the Drakesworn Templars urged their mounts towards the abomination, } onwards to death or to glory RULES TIME OF WAR jn the Realm of Fireare barren plans tortured by the oppressive solar energies of bound in the skies above, and the sentient cloud of volcanic ash that haunts the land, as the pyroclasm. The rules on this page enable you to set battles amid this war-torn decide batle is taking place in | D6. Result Reali of Fire, you can specify itis 1 Solar Flare: Subtract from the 4 Burning Rays: Those caught _ oteurring in the Ashlands. Ifyou do, hit rolls for any missile weapons beneath the Solar Drakes ~ the following rutes apply. fired by your units this turn as piercing glare can expect only they are darzled by a searing ‘fiery death should they be __ BLESSINGS OF IGNAX, THE burst of light. judged unworthy by the mighty SOLAR DRAKE sgodbeast. Both players must Baskingin the fiery glow ofthe mighty | 2 Raging Heatwave: A wave of rolla dice-for each oftheir units Solar Drake chained in the sky above, \wrathfil fervour sweeps across (onthe battlefield. On the roll the Ashlands area locus for unbridled the battlefield, galvanising those cf a I,the unit being rolled aggression and burning magical that fe! its kiss into mew heights for suffers D3 mortal wounds. anomalies. Eich player must rll dice of fry Both players ad | to Henors are deemed worthy at the start oftheir hero phase and refer the Attacks characteristic of any sd are inafected by Ignan's torthe table on the right to:see what melee weapons used by units in fiery judgement effect this has on their turn. their armies in this turn, 5 Ash Storm: Ignax beats her APOCALYPTIC RAGE 3 Legacy of Valeateix: In the incandescent pinions and an ash Sarbrand's fateful ascent into the presence of Ignax, Vuleatrin’s storm of tereibe ferocity sweeps (Crystal Henge caused a clamourous mighty offspring, beasts of the lands belowe The range of vine of unrestrained fury to sweep ‘every description ae infused any weapon, spell or ability is across the Ashlands, turning soldiers -with the power to bellow forth limited toa maximum of & after into butchers and tribesmen into roiling fhe. fn the shooting any other modifiers berserkers. The echoes of the phase all of the players Bloodthirster's final roar of maddened ‘Moxsrans can breathe fire in 6 Blazing Vista: Rock, stone, rage still haunt this war-torn region, addition to attacking with any wood and tree all burst into. inspiring fits of bloodlust in all who ‘other missile weapons they flame, wreathing those nearby rear i, have, To do so, pickan enemy in the fires of fgnax. The player unit within 12° of the Monsrex ‘whose turn its selects up to D3 When rolling a die to determine ‘and rolla dice, On the rll of terrain features anywhere on ‘who will choose the order of turns fn cach battle round, if both players roll the same number, Skarbrand’s roar resonates across the land once ‘more, Until the start of the next battle ound, units that ae within 12° of an eniemy unit in their charge phase must attempt to charge. If Skarbrand is on the battlefield, both players must also re-roll any failed charge rolls A Hor more, the target unit the battlefield, Players must roll suffers D3 mortal wounds. a dice for each of their models Because of it ery lineages that is within 3° of the selected when a Machapnorn makes teerain peces For each roll of such an attack, the target unit 41, that madels unit suffers a automatically suffers D3 mortal ‘mortal wound. ‘wounds: there is na need to roll to see if the unit is affected, ASHLANDS TRIUMPHS lé you win a major victory in a batile in the Ashlands, you can roll on the {following table instead of the Triumph table on the Warhammer Ae of Sigmaar. vrules sheet in your next battle, D6 Reward 1 Ridethe Thermals: Pick unit 4 Firetrap Curse: Pick anenemy | {in your army to receive this vunitatthestart ofthe battle. | inferno above, Each time a blessing. That unit can fy. Ifthe Each time that unit moves in -enit moves more than 10" in the uit you picked could already the movement phase or charge et phase, itsuffersa mortal fly, that unit instead ignores your opponent must olla dice. for each model inthe unit mortal wounds caused asa On the roll of a1. that unit result ofthe Ashlands’ Burning suffersa mortal wound. the shies above wreathed in Skies rule. flame iti simplicity itself 5. The SolarScrolls Pick a sorcerers of every ilk to summon. 2. Ring of Fury: Picka Heno in ‘Wizann in your army to carry Sery meteors from the firmament your army to wear this baleful tis scroll. This model knows 0 erash down into the enemy Fing, You can attemptto cast the Meteoric Conflagration ‘Consequently, Waza in the Arcane Balt spell with that spell even ifthe battle is not -Asilands know the Meteoric Hirno in each of your hero being fought in the Ashlands, agration spell (see below) in 9 to any other spells that phases as ifthey were a wizard. 6 The Fye of Ignax: Pick a Hrno 3° Boon of Flame: Pick a {in your army to bear this fiery Moxster in your army to gem. Add 1 tothe Damage receive this boon, Re-roll any characteristic of that Hamo’s ‘wound rolls of 1 for that model. melee weapons, or 2 when jing Svavanera models THE PYROCLASM deemed to bea worthy offering, and [RETEORIC CONFLAGRATION For many year, the Ashlands have the pyroclasm ignores your army this Séceoric Conflagration has s casting | been under the oppression of the turn. Ifyou choose a Hine to be the i successfully cast picka | sentient storm known tothe gions victim a your sacrifice, twill ways sel anywhere on the battlefield natives people asthe pyroclasm. When he deemed worthy. Ifyour sacrifice was 2 dice for each unit (friend or this deadly cloud draws near death will founel to be wnworthy, the pyractasm. ‘hat is within 3" of the model surely fallow. inflicts one mortal wound on each of you picked. Ona roll of Sor ‘your tnitson the battlefield. sce the unit being rolled for In each of your hero phases, decide srs D3 mortal wounds. ‘whether you will try and appease Ifyou chonse to defy the pyroclasm, the pyroclasm with asacrifice ar risk roll a dice; on the roll af a6, the suffering its wrath, Ifyou choose to pyroclasmn ignores your army this turn, ake a sacrifice, pick one of your Onany other roll, the pyroclasm’s ‘units; that unit immediately suffersDé angers rousedand itinflictsone ‘mortal wounds, Now roll adice; onthe mortal wound on each af your unitson roll of 2 or more, your sacrifice was the battlefield, x BATTLEPLAN =e HOW TO USE BATTLEPLANS ‘Tes book contains three battleplans, Sch of which enables you to fight a Sezic based upon the exciting narrative ‘Sur leads up to it. These battles should Se Sought using al of the rules on Se Warhammer Age of Sigmar rules ‘Feat unless the batleplan specifically sScates otherwise, Each of the Secplins includes a map reflecting ‘Se landscape on which the beitle was Sesh these maps usually show a Seid hat is 6 Feet by 4 feet in size, Set you can use a smaller or larger area poe wish, A powerful stronghold dominates ‘Se surrounding lands, acting as.0 sdeensive lynchpin and a place from swbicit an army can march forth sassail any who would challenge em. To attack such a fortification ‘whout a most carefully considered “eatery is to invite disaster, and ‘Sstory is littered with the failures of ‘wesld-be conquerors that have met sir ends before acsistle'r wall, MAKE HASTE! 2 attackers are well aware that for «gambit to succeed, they must ke all haste towards the castle crushing those that seek to ose themselves between them 204 their goal. The attacker can re-roll any failed Sarge rolls for their units. One strategy relies on taking the defenders by surprise ~ launching an attack with overwhelming speed and {ferocity to force a passage through their gates before they can be sealed, However, this tactics fraught with danger, as there are many variables that can not only thwart it, but prove itacestly error THE ARMIES Each player picks an army, and then they mast determine who willbe the attacker and who will be the defender. Ione player has atleast a thd more models than their opponent, then they ‘must be the attacker. Otherwise, each player rolls a dice, and whoever rolls higher can pick who isthe attacker and wihovis the defender. Designer's Note: Given the vietory conditions of the bastleplan and the attacker's desperate need to make haste inorder to breach the strongholds “gates, we recommend that the attacker include as many fast-moving sents bs their army as possible. HOLD THE LINE! “The defenders before the casile gates are under no illusions that they face an all but impossible task = one that \ill likely see them slain to the last ~ yet they are nonetheless determined otto set one foot backwards ‘The defender can re-roll any baitleshock tests for units they set up on the battlefield at the start of the game, ATTACKER’S OBJECTIVES ‘The enemy's gates lie open ahead of “you, yet for your strategy to work, it isimperative that you gather enough of your warriers to make a successfil breach through the gap in order to hold it, Crush the enemies attempting. to hold the line before you as swiflly as possible so that you can deal wih any reinforcements that sally forth from within the castle walls DEFENDER’S OBJECTIVES ‘The enemy is upon you! There is no time to waste itis unlikely that the hastily assembled force standing between the attacking army and the yawning caste gates has the strength to ‘withstand them. You must sally forth with your most powerful warriors to hho the enemy at bay and buy enowgh time for the gates to be fully closed. If the enemy breaches the castle's gates, i ‘wil spell disaster for its defenders, THE BATTLEFIELD ‘The battlefield represents a killing ground before a strongholds gates, ‘Afew seattered fortifications and outbuildings iter the surrounding area, ‘Youcan either generate scenery for this Dattleas described on the Warhammer Age of Sigmar rules sheet, or use the example scenery shown om the map below. SET-UP Before setting up any units. the defender must place any six oftheir tnits to one side ~ these units wall takeit in turns to sally forth out of the strongholds gates later in the battle. ‘Starting with the defender, each player takes it in turns to set up units, as described on the Warhammer Age of Sigmar rules sheet. Models must be set up in their own territory as shown (on the map below. Any units from the attackersarmy that cannot fit into their | territory must be placed to one side = these units will actas reserves and have the opportunity to arrive later in the battle. HIRST TURN ‘The attacker decides who takes the first turn in the first battle round, SUPPORTING THE CHARGE = end of each of thelr movement the attacker can set up any af Serve units anywhere within easter battlefield edge (see y models and there is the entire unit. there is | set up a reserve uni, itcan Dattle round, provided above conditions are met, SALLYING FORTH dof each of their movement defender can sé up one of allving units anywhere within be western battlefield edge (see Provided that they are not within, sy enemy models and there is place the entire unit. Ifthene Yossct up sallying unit, it | ina later battle round along | rovided that they are not within | | with the unit that you choose to set up that turn, provided that the above ‘conditions are met. VICTORY Do not use any af the victory conditions on the Warhammer Age of Sigmar rules sheet The game lasts for six battle wounds. UI, before the end ofthe sixth battle round, the defender’ army has been completely wiped out; and/or atleast | three ofthe attacker's nits are fully or partially within the target zone — 12° from the western edge ofthe battlefield (Gee map) the attacker wins a major ‘victory. Any other result isa major ‘victory for the defender. se YN B Sg BA SECURING A FOOTHOLD Sem fortress walls are 20 large Inthivideting as te seem smbreachable, making a brute-force =Ssck an unenviable option. Yet ‘where strength alane would Wikely ASE guile can sill triumph. And if ss-eriful attack can be instigated iorpside other well-chosen “Ssccries, then the chances of overat! “ssess are magnified tenfold. ‘are the magical environs ‘Se Mortal Realms, and the “rind shill of the races that wage ‘within them, that By some of infiltration, subterfuge, iting, fight or sorcery, itis ‘impossible to find a way to secrete a force within the enemy's ‘wats. But such an undertaking only ‘the way for the grim batile to {these bold intertopers can fo their foothold Tong enough for reinforcements to arrive cfor the defenders to became x0 ted that another attack may elsewhere, victory will be reward, NOWHERE TO RUN + iniltrators have been given a Sanikesstash— litte more than a ‘Sroen hope should the battle go B Despite the odds stacked against ‘Sem. each warrior has sworn ah sh to fight to their last breath, Se infiltrator never needs to take secteshock tests for their units, THE ARMIES Each player picks an army, and then they must determine who will be the inflirator and who will be the ‘custodian. If one player has at least third more models than their ‘opponent, then they must be the custodian. Otherwise, each playet rolls adice, and whoever rolls higher can pick who's the inftrator and whois thecustodian. INFILTRATOR’S. OBJECTIVES You have successfully Forged your way deep inside the enemy's fortres, and have established a defensive perimeter. You must now bold out against the enemy as best you canto ‘ty enough time for your commanders ther stratagems to reach fruition. ‘Though the challenge before youisa thelonger the game wil last and the more “cing itillbel Typically a game with around hundred miniatures pe sie wil las for about an evening, WARSCROLLS & UNITS Allmasdels are dexeibed by warserals, ‘which provide all of the rues for wsing them inthe game. You will need warscrolls {oe the models you want to use Models fight in units. A unit can bave one ‘or more model, but cannot inelude models that use diferent warscrolls. A nit must be setup and finish any sort of move as single group of modes, with al models within 1 of at least one other model frors their unit. [anything causes» wnitto Ibecome split up during a bute must reform the next time that itmoves, TOOLS OF WAR Im order to fight abate you wil require tape mensure and some dice. Distances in Warhammer Age of Sigmar te measured in inches (), between the closest points of the madls or waits you're measuring to and from, You can measure distances whenever you wish. A moder “bse ian considered part ofthe model its just there to help the model stand up - 0 dont inelude it when measuring distances. Warhammer Age of Sigmar wee six-sided dice (sometimes abbreviated 10D). Ifa rule requires you o roll D3, rollaice tnd halve the ttl, ounding fractions up Some rules allow you i re-all ace roll, which means you get to roll same or alla the dice agin, You can never reroll a dice ‘more than once, and re-ols tappen before ‘modifies to te rol ian) are applied THE BATTLEFIELD ‘Be they pillars of flame, altars of brass or haunted ruins, the realms are filed with strange sightsand deadly ebstactes. Bates in Warhammer Age of Sigmar ate fovght across an infinite Variety oF exsting landscapes in the Moral Realms from desolate wocanic pains and treacherous fle temples, to uth jungles and eylopesa ruins. The dorainion of Chaos all pervading, 1nd 90 land ise untouched by ‘he ght of war. Thee willy frtastial landscapes are recreated whenever you play 2 game of Wiarharemer Ae of Sima. "The table and scenery you use conaincne ‘your baneield, A bated can be any fat srface upon which the models can stand ~ {fot examples dining table or the Boor — and ‘san be any size or shape provide i bigger than 3 feet square. First you should dese in which of the scven Mortal Realms the bare wil take pice. For example, you might decide that our batle wil tke place in the Realm of Sonmtimes you need te knew this Inonder to wie certat abilities. you cant agree onthe ream alla dice, and whoever ros highes desis, “The best battles are fought over lavishly designed and covstnicted landscapes, bat whether youhave alot ofseaery or only small numberof features doesnt matter! A _good guides at least 1 feature for every 2 Toot square, but Fess i okay and snore can ‘make fora realy interesting bate “Tehelp youdeide the placement of your scenery you cn choose oll wo dice and acd thee gether fr each 2 fot square are of pour battlefield and consul the ‘allowing table: ‘Roll Terrain Features 23° Noterran features. 45.2 terrain features. 64 1 terrain feature. 9102 terrain Features, ‘Choose fron to 3 terrae features MYSTERIOUS LANDSCAPES “The landscapes ofthe Mortal Realms can both aid aed hinder your warriors Valse stated otherwise, model an be moved across scenery but not through it (0 Yo cat mave through a sal wall oF pass theagha te, but ena coon ts ae ‘model limb up or over them). fant, once youhave setup all your scenery ether roll alc onthe following table or pick a re from it foreach terrain Feature THE SCENERY TABLE Roll Scenery 1 Damned: ifany of your units are (within 3° af this tere feature ts your hero phase, you can declare that one is making a sacrifice. you da so, the unit sees D3 mortal wounds, bot you cam ade 1 toll ht ells forthe unit wnat your next hero phase. 2 Arcane: Add 1 tothe result of ‘ny casting or unkinding rolls made for a wizard within 3 of this terrain feature. 3) Inspiring: Add 1 tothe Bravery cof all units within "ofthis terrain feature A Deadly: Rall a dice for any srodel that makes a run or charge move cro or finishing on, this terrain feature, On a rll af | the model isla, 5. Mystical: Rolladice in your ‘hero phase foreach of your units within 3° of thisteresin featore (On a roll of the unt is befilled and cant be selected to cast spell, ‘move or antic unt your next hhero phase, On a roll of 26 the units ensorcelled, and you can reroll fled weound rolls for the ‘unit until your next kere phase. {6 Sinister: Any of your units that ‘re within 3° ofthis terrain featare i your hero phase cause fear until your next hero phase. Subtract 1 from the Bravery of any enemy ‘units that ae within 3 of ane or forthe atte to begin, seting up their umes, oth players toling again in the sase of ate {haols higher must divide batleeld into two equsl-sized halve: “ther opponent then pics one half tobe territory. Some examples ofthis are “The players then arate ating up waite ‘one a time starting withthe player ib ‘won the ener dice rl Models must be 4c op in thei own territory moe than 12" ‘rom sem territory “ou am comin seting ep sats wail you ‘have set up all the units you want to fight in ‘bisbante or nena tof pace. oor army. Cour the number ef tnd in Joaraen hs ay come ta paces, Any remaining units are held in reserve, Fayingo parvo te kends tad RULES ‘The opposing player can continue to set up tonts, When they have finished, set-up is ‘complete. The player that finishes setting up fist always chooes who takes the frst turn inthe fret bane round THE GENERAL ‘Once you have finished sening up allof your units, nominate ane ofthe model you {kt up as your general. Your general hax 8 ‘command ability as described in the rules ‘oe the hero phase on the next pape. GLORIOUS VICTORY Inthe Mortal Realms battles are brutal and uncomproeasing ~ they ate fought vo ‘the bitter nd with one side able to claim victory because it has destroyed its foe Cr there are no enemy models let on the field of bute. The victor can immedistely ‘major victory and the honours and triumphs tha are due to them, while the defeated must repair to their li 1 ok ‘their wounds and bear the shame of failure. thas noc been possible to fight a battle tots conchsion othe outcome i nat ‘bviows then a result of sorts can be calculated by comparing the number of model removed from play with the number ‘of models originally set up forthe battle for cach army. Expresting these as percentages provides asonple way to determine the ‘winner, Such a victory can only be claimed axa minor victory. For example, if one player lost 75% of heir starting roodels. and the other player lost SON, then the player that only Host 50% of thelr models could claim a minor victor. ‘Model added to your army during the ‘game (for example, rough summoning. reinforcements reincarnation and soon} do not count towards the susiber of mobil it the army, but must be counted among the ‘casualties an army safes. SUDDEN DEATH VICTORIES Sometimes «player may aterap to achieve ‘sudden dewth victory. one army has third more models than the ether the ‘outnumbered player can choose one objective fram the sudden death table alter generals ate novhinatad, A major victory caa be elaimed immediately sehen the objective is achieved by the coutmumbered payer ‘TRIUMPHS After any sudden death objectives have been chosen, if your army woo a maj vicory im its previous battle, rll adice and look up the result on the triumph tuble to the right —— 4 THE SUDDEN DEATH TABLE Assassinate: The enemy player picks ‘uni with ihe Heno, Wizanp, Prins or Mowsrex keyword in their army. Slay the unit hat they pk Blunt: The enemy player picks anit ith five or more models in their army. Say the uni that they pick. Endure: Have atleast one model ‘which started the bate om the Datel stil in play st the end ofthe sixth bite round. Seize Ground: Pick on¢ terrain fertre {in enemy territory. Have atleast one friendly modal within 3 ofthat feature at the end ofthe fourth battle round. THE TRIUMPH TABLE Roll Triueyph 12 Blessed: You can change the seul of singe dice to the result of your ‘choosing oace daring the battle 24 lnepleeds You can reroll ofthe {aie ht rls fr one unit in your sums in ene combat phase 5-6. Empowered: Add to your senerals Wound charatristi. BATTLE ROUNDS Mighty armics crash together amid the ‘spray of blood and the crackte of magie, iarumer Age of Sigrsar ix played in series of batle rounds, each of which is split int two turns - one for esch player. At the star of each battle round, bth players roll dice, rolling again in the case of ate. The player that rolls highest dec wh takes ‘the frst turnin that battle round Each turn consists of the following phases 1. Mero Phase ‘Cast spells and use ero abi 2. Movement Phase Move uns across the hatlfld 4. Shooting Phose “Attack with missle weapons 4. Charge Phase Charge weit cob. 5.Combat Phase ‘ite in end attack with melee weapons. 6 Battleshack Phase Test the bravery of depleted unite (Once the st player hat finished their tara, the secood player takes their. Once the second player as aso finished, the bale round is over and a new oe begins “sorcerous abilities, make sacrifices 10 the nfs or give strident commands, tn your hero phase you can use the wizards Te Your army to cast spells scethe rules for ‘wizards on the last page of these rules), In addition, other units in your army may have abilities on their warscrolls that can bbe used in the hero phase. Generally, these an only be wsed in your own hero phase. However if an ability srs it can be used Imevery herw phase, then itcan be used in your opponent: hero phase as well as your ‘en, W both plyers ca ce alien a reo phase, the player whose turn it is gets to use al of theirs ist. COMMAND ABILITY {In your hero phate. your general ean wie ‘ane command ability ll generals have the Inspiring Presence command ability, and sorbe may bave more on thelr warscrall. Unsplring Presences Pick s unit from your army thot is within 12" of your general. The tunit that you pick does not have to take Intleshodk tests until your mest ere phase MOVEMENT PHASE ‘The growiid shakes tothe tread of ‘marching feet as armies vi for position, ‘Sart your movement phase by picking one ‘of your units and moving each model in that “ani until youve mored all the models you ‘want o, You ca then pick another unitto mere, until you have moved as many of your tits as you wish. No model can be moved ‘mare than once in each movement phase, MOVING. Armodel can be moved tn any direct, to a distance in inches equal to oF less the Move charasterstic on its warscrol. Inean be mored vertically in onder to

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