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.comHe
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 realityiictch, 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
asimnirs 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 highhe 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 gloryRULES
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, xBATTLEPLAN
=eHOW 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.
seYN B Sg BA
SECURING A FOOTHOLDSem 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 orforthe 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