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BookKindEditionLast update
  Bunker Issue 502
  Bunker Issue 502White Dwarf4July 2024
  Bunker Issue 503
  Bunker Issue 503White Dwarf4August 2024
  Bunker Issue 504
  Bunker Issue 504White Dwarf4September 2024
  Bunker Issue 505
  Bunker Issue 505White Dwarf4October 2024
  Bunker Issue 506
  Bunker Issue 506White Dwarf4November 2024
  Bunker Issue 507
  Bunker Issue 507White Dwarf4December 2024
  Bunker Issue 508
  Bunker Issue 508White Dwarf4January 2025
  Bunker Issue 509
  Bunker Issue 509White Dwarf4February 2025
  Bunker Issue 510
  Bunker Issue 510White Dwarf4March 2025
  Bunker Issue 511
  Bunker Issue 511White Dwarf4April 2025
  Bunker Issue 512
  Bunker Issue 512White Dwarf4May 2025
  Bunker Issue 513
  Bunker Issue 513White Dwarf4June 2025
  Bunker Issue 514
  Bunker Issue 514White Dwarf4July 2025
  Bunker Issue 515
  Bunker Issue 515White Dwarf4August 2025
Battleplan

Escalation

Sometimes, two deadly foes will stumble across each other, and a bloody engagement will start.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

This is a classic battleplan that first appeared in the General’s Handbook 2016. The version presented here has been reworked for the new edition.

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

The defender sets up objectives in the locations indicated bу gold circles () оп the battlefield map.

The defender then sets up terrain features. We recommend 4 small and 4 medium terrain features. Each terrain feature·must bе set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

THE ARMIES
Each player must split their army into the first turn force, the second turn force and the third turn force. Each force must have as close to the same number of units as possible.

DEPLOYMENT
The players then resolve the deployment phase. The attacker begins deployment (Core Rules, 10.0). Units in both players’ second turn force and third turn force must be set up in reserve. Players can either use the ’Reserve Contingent’ ability below to do so, or they can use another ability that sets up units in reserve (for example, Stormcast Eternals players can use the ’Celestial Realm’ ability).

Deployment Phase
RESERVE CONTINGENT: These warriors will join the battle once it is already underway.

Declare: Pick a friendly unit in the second turn force or the third turn force that has not been deployed.

Effect: Set up that unit in reserve. It has now been deployed.
KEYWORDSDEPLOY

BATTLE LENGTH
The battle lasts for 5 battle rounds.

ARRIVAL
Units in the second turn force can only be set up on the battlefield from the second battle round. Likewise, units in the third turn force can only be set up on the battlefield from the third battle round.

Players can use the following ability to set up their units:

Your Movement Phase
ARRIVAL OF RESERVES: Reinforcements enter the fray.

Declare: Pick a friendly unit in reserve.

Effect: Set up that unit anywhere wholly within friendly territory more than 9" from all enemy units.

Alternatively, players can use another ability that sets up units on the battlefield (for example, Stormcast Eternals players can use the ‘Scions of the Storm’ ability to set up units that are in reserve in the Celestial Realm). If they do so, they must adhere to the restrictions above (for example, units in the second turn force cannot be set up using such abilities until the second battle round).

TWISTS
In the second and third battle rounds, if there is an underdog, they can pick 1 enemy unit in reserve. That unit cannot Ье set up on the battlefield in that battle round.

In the fourth and fifth battle rounds, if there is an underdog, they can pick 1 friendly unit on the battlefield. Add 1 to wound rolls for that unit’s attacks for the rest of the battle round.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control at least 1 objective.
  • Score 2 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win а major victory. If one player has fewer than 5 more victory points than their opponent, they win а minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins а minor victory. If the players are tied оп victory points and completed the same number of battle tactics, the battle is а draw.

Battleplan

Three Places of Power

This is a battle between the greatest heroes, each vying to control places of power.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

This is a classic battleplan that first appeared in the General’s Handbook 2016. The version presented here has been reworked for the new edition.

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives in the locations indicated bу gold circles on the battlefield map () Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must bе set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

THE PLACES OF POWER
In this battleplan, non-HERO units have a maximum control score of 0.

In addition, the following passive ability applies to all units:

Passive
SLAIN ON THE PLACE OF POWER: A hero who lays low their foe upon a place of power holds their trophy aloft, basking in their own glory.

Effect: Each time an enemy HERO that is contesting an objective is slain by a combat attack made by a friendly HERO, add the Control characteristic of that slain HERO to the control score of that friendly HERO for the rest of the battle.

TWISTS
From the second battle round onwards, at the start of the battle round, the underdog can pick 1 unit in their army. That unit’s melee weapons have Anti-HERO (+1 Rend) for the rest of the battle round.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control at least 1 objective.
  • Score 2 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 more victory points than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.

Battleplan

Warpstone Clusters

In the wake of the Vermindoom, clusters of warpstone can be found across the Mortal Realms, twisting their surroundings through their corruptive influence. The hosts of Chaos intend to draw upon the power of these warpstone deposits, while the forces of Order wish to scour them from the realms. Those leading the armies of Death follow their own nefarious schemes and may seek to wield or destroy them. As for the hordes of Destruction, well, they’re just here for a good scrap!

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

OVERVIEW
In this battle, the players vie for control of warpstone clusters, but be warned, those in close proximity to such concentrated pockets of Chaotic magic may suffer all manner of adverse effects…

THE ARMIES
The players agree on a points limit for the battle (we suggest 1,500–2,000 points).

THE BATTLEFIELD
The battlefield should be 44" × 60" in size. The players agree whether to use objectives or suitable terrain features to represent the 3 warpstone clusters and then set them up as shown on the map. Then, set up any other terrain features.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

CORRUPTING WARPSTONE
At the start of each battle round, if there is an underdog, they can roll on the table to the right and apply the corresponding effect.

VICTORY POINTS
Each player scores 1 victory point at the end of their turn for each warpstone cluster they control. In the final battle round, each player scores 2 victory points at the end of their turn for each warpstone cluster they control instead.

GLORIOUS VICTORY
When the battle ends, if a player has a victory point lead of 5 or more, they win a major victory. If they have a 1–4 victory point lead, they win a minor victory. If they are tied on victory points, the battle is a draw.

D6Effect
1Warp-explosion: The underdog can pick a warpstone cluster. Inflict D3 mortal damage on each unit (friendly and enemy) contesting that warpstone cluster.
2-3Mutagenic Healing: The underdog can pick a friendly unit contesting a warpstone cluster and roll 6 dice.

For each 1, inflict 1 mortal damage on that unit.

For each 4+, either Heal (1) that unit, or if that unit has a Health characteristic of 1, you can return 1 slain model to it.
4-5Warping Blades: The underdog can pick a friendly unit contesting a warpstone cluster. Add 1 to the Rend characteristic of that unit’s melee weapons for the rest of the battle round.
6The Horned Rat’s Rabid Blessing: The underdog can pick a friendly unit contesting a warpstone cluster and roll 13 dice.

For each 1, worsen that unit’s Save characteristic by 1, to a minimum of 6+, for the rest of the battle round.

For each 6, add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the battle round.

Battleplan

Total Conquest

Vitally strategic positions are located in the midst of this bloody battlefield

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

This is a classic battleplan that first appeared in the General’s Handbook 2017. The version presented here has been reworked for the new edition.

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

The defender sets up objectives in the locations indicated by gold circles
(). Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

TOTAL CONQUEST
In this battleplan, a player cannot gain control of an objective unless their army control score for that objective is 20 or higher. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Units can contest objectives as normal, even if their player’s army control score for that objective is less than 20.

TWISTS
At the start of the battle round, the underdog can pick D3 friendly units. For the rest of the battle round, add 5 to the control score of those units.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control at least 1 objective.
  • Score 2 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 more victory points than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.

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Battleplan

Blood and Glory

Two armies meet upon a battlefield, ready to deal death and destruction upon a hated foe. The conflict will be settled in blood between the two rivals, with spoils going to the victor and death and dishonour to the loser.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

This is a classic battleplan that first appeared in the General’s Handbook 2016. The version presented here has been reworked for the new edition.

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map (). Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

SUDDEN DEATH
Starting from the third battle round, if at the end of a turn, 1 player controls all 4 objectives, the battle ends and that player is declared the winner.

TWISTS
Grit and Resolve: Units in the underdog’s army can use the ‘Rally’ command while they are in combat.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control at least 1 objective.
  • Score 2 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

If a player wins via 'Sudden Death' (see left), that player’s victory points total is set to 50 and cannot be modified further.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 more victory points than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.

Battleplan

The Relocation Orb

Relocation orbs are rare magical phenomena that сап materialise anywhere in the Mortal Realms. They are highly prized for the potent energies they emit, Which сап bе siphoned for use in numerous types of arcane ritual.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)


SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up an objective in the location indicated by the gold circle
() on the battlefield map. Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

TWIST
Relocating the Objective: At the start of each battle round, the underdog must pick 1 of the locations linked to the current location of the objective, as shown by the arrows on the map. The objective moves to that location.

If there is no underdog, one player rolls a dice and moves the objective to the position indicated.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 6 victory points if you control the objective.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 more victory points than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.

Battleplan

Survival of the Fittest

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map (). Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYМENT
Тhе attacker begins deployment.

BATTLE LENGTH
Тhе battle lasts for 5 battle rounds.

TWIST
Both players must use the following ability.

Once Per Battle, Deployment Phase
TOP OF THE FOOD CHAIN: Commanders will unleash their greatest warriors against опе another, trusting in the primal laws of combat to determine the victor.

Declare: Pick 3 friendly units to bе the targets.

Effect: Each target has the PREDATOR keyword for the rest of the battle.



VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control at least 1 objective.
  • Score 2 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
  • For each enemy PREDATOR unit that was destroyed by a FIGHT ability used by a friendly PREDATOR unit since the end of your last turn, add 1 to the number of objectives that you control this turn.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 more victory points than their opponent, they win a minor victory. If the players are tied on victory points, the player who destroyed the most enemy PREDATOR units wins a minor victory. If the players are tied on victory points and destroyed PREDATOR units, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw

Battleplan

Knife to the Heart

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map (). Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from al1 other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

SUDDEN DEATH
Starting from the third battle round, if, at the end of a battle round, 1 player controls both objectives, the battle ends and that player is declared the winner.

TWIST
Units cannot be set up in enemy territory.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control the objectivein your territory.
  • Score 4 victory points if you control the objective in enemy territory.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.
If a player wins via 'Sudden Death' (see left), that player’s victory points total is set to 50 and cannot be modified further.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 more victory points than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.
Battleplan

Power in Numbers

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map
(). Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

TWIST
Both players must use the following ability:

Passive
BACKBONE OF SUCCESS: This battle will be won by rank-and-file warriors.

Effect: While a non-HERO unit is contesting an objective, HEROES contesting that objective have a maximum control score of 1.


The underdog can use the following ability:

Once Per Battle, Deployment Phase
SEISMIC SHIFT: The ground rumbles and cracks with violent tremors, and what may have been a key strategic position is suddenly reduced to rubble.

Effect: Remove 1 objective from the battlefield.



VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control at least 1 objective.
  • Score 2 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 victory points more than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.

Battleplan

The Nidus Paths

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map. Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

TWIST
There are 4 Nidus Paths on this battleplan, each located in a corner of the battlefield. Each Nidus Path is linked to the Nidus Path in the diagonally opposite corner of the battlefield, i.e. both Nidus Path A’s are linked and both Nidus Path B’s are linked.

Both players can use the following ability:

Once Per Turn (Army), Your Movement Phase
TRAVEL THE NIDUS PATHS: The twisted paths under the battlefield might well provide the perfect opportunity to launch a surprise attack ...

Declare: Pick a friendly unit wholly within 12" of a Nidus Path to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 12" of the linked Nidus Path in the opposite corner of the battlefield, more than 9" from all enemy units.

When the underdog uses this ability, they can choose to set up the target wholly within 12" of any Nidus Path and more than 9" from all enemy units instead of the linked Nidus Path in the opposite corner of the battlefield.


VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control 1 objective.
  • Score 2 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 victory points more than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.

Matched Play Battleplan

Power Struggle

Two stubborn warlords have created a stalemate at the borders of Thondia, both refusing to fall back to re-supply.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map (). Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

TWIST
The underdog has the following ability:

Passive
SECURE NEW GROUND: An army charges forth to push their front forward and stake a claim.

Effect: Add 1 to hit rolls for friendly units’ combat attacks while they contest an objective that you do not control.


VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control an objective that you controlled at the end of your previous turn.
  • Score 2 victory points if you control 2 or more objectives that you controlled at the end of your previous turn.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

GLORIOUS VICTORY
At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 victory points more than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.
Narrative Play Battleplan

The Summoning

One force is enacting a summoning ritual. The other must stop them before it is complete.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

THE ARMIES
The players roll off. The winner chooses which player is the ritualist and which is the disruptor.

OBJECTIVES
The ritualist sets up objectives in the locations indicated by gold circles on the battlefield map (). These represent two Arcane Repositories and the Ritual Site. Then, the disruptor sets up all other terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

TERRITORY
The ritualist’s territory is the territory that contains the Ritual Site.

DEPLOYMENT
The disruptor begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

RITUAL POINTS
The ritualist must use the following ability:

Once Per Turn (Army), End of Battle Round
THE RITUAL: As the two armies clash, a terrible ritual begins in earnest.

Effect: Gain D6 ritual points if you control the Ritual Site.

Gain D3 ritual points for each Arcane Repository you control.

Lose D3 ritual points for each Arcane Repository that you do not control.


Designer’s Note: Once the ritualist has gained any ritual points, their total number of ritual points can never be reduced to less than 1.

GLORIOUS VICTORY
At the end of the battle:
  • If the ritualist has 16 or more ritual points, they win a major victory.
  • If the ritualist has 14–15 ritual points, they win a minor victory.
  • If the ritualist has 12–13 ritual points, the disruptor wins a minor victory.
  • If the ritualist has fewer than 12 ritual points, the disruptor wins a major victory.

Narrative Play Battleplan

The Inner Chamber

The Bloodsurf Hunt of King Nemmetar led the charge through the shadowed halls of the First Temple to end Morathi’s ritual and seize back the Ocarian Lantern.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives to represent the temple entrances in the locations indicated by gold circles on the battlefield map
(). Then, the defender sets up a large terrain feature to represent the Mother Cauldron followed by all other terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features.

TERRITORY
The defender’s territory is the territory that contains the Mother Cauldron.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until the Mother Cauldron has been destroyed.

TWIST
The attacker can use the following ability:

Once Per Turn (Army), End of Turn
THE RITUAL: As the battle rages, all eyes are on the Mother Cauldron to stop the ritual.

Declare: Pick a friendly unit within 3" of the Mother Cauldron to be the target. Then, roll a dice.

Effect: On a 1, the Mother Cauldron is destroyed. On a 2+, the target is destroyed.


VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Score 2 victory points if you control 1 objective.
  • Score 2 victory points if you control 2 or more objectives that you controlled at the end of your previous turn.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you completed the battle tactic you chose to attempt this turn.

GLORIOUS VICTORY
At the end of the battle, if the Mother Cauldron has been destroyed, the attacker wins a major victory. If the defender has 5 or more victory points than the attacker and the Mother Cauldron has not been destroyed, the defender wins a major victory. If one player has fewer than 5 victory points more than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.
Matched Play Battleplan

Across The Plans

Two armies vie to recover valuable realmstone from this vast plain, but each has inadvertently blocked their enemy’s escape route.

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)

SET UP THE BATTLEFIELD
The players roll off. The winner chooses which player is the attacker and which is the defender.

Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map (). Then, the defender sets up terrain features.

We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from all battlefield edges and objectives and more than 6" from all other terrain features.

PICK TERRITORY
After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory.

DEPLOYMENT
The attacker begins deployment.

BATTLE LENGTH
The battle lasts for 6 battle rounds.

TWIST
Both players can use the following abilities:

End of Ypur Turn
GRAB THE REALMSTONE: Your warriors eagerly seize the realmstone for transport back to camp.

Declare: Pick a friendly unit to use this ability, then pick an objective it is contesting, that you control and that has not been picked to be the target of this ability this turn to be the target.

Effect: Remove the target objective from the battlefield and set it up again within 3" of the unit using this ability and not on a terrain feature.


Once Per Turn (Army), Your Movement Phase
ESCAPE: Your warriors have successfully retrieved the realmstone.

Declare: Pick a friendly unit within 6" of the escape point in enemy territory to use this ability, then pick an objective it is contesting to be the target.

Effect: Remove the target objective and the unit using this ability from the battlefield. That unit has escaped.


GLORIOUS VICTORY
At the end of the battle, if one player has more escaped units than their opponent, that player wins a major victory. If neither player has more escaped units than their opponent but one player has completed more battle tactics than their opponent, that player wins a minor victory. Any other result is a draw.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
Your Movement Phase
SCIONS OF THE STORM: Upon blessed bolts of lightning do the Stormcast Eternals ride to war, the furious rumble of thunder heralding their arrival.

Declare: Pick a friendly STORMCAST ETERNALS unit that is in the Celestial Realm.

Effect: Set up that unit anywhere on the battlefield more than 9" from all enemy units.
Deployment Phase
THE CELESTIAL REALM: In High Azyr, the Stormcast Eternals await their call to deliver retribution.

Declare: If there are more friendly STORMCAST ETERNALS units on the battlefield than there are set up in reserve, pick a friendly STORMCAST ETERNALS unit that has not been deployed.

Effect: Set up that unit in reserve in the Celestial Realm. It has now been deployed.
KEYWORDSDEPLOY
Determine the Underdog
Whichever player has the fewest victory points is the underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog, unless otherwise specified.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
5.4 Passive Abilities
Abilities that have the Passive timing are called passive abilities. Passive abilities are not declared. The effects of passive abilities always apply if the conditions of the ability are met, and they must be applied if it is possible to do so.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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