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Battleplan
Sometimes, two deadly foes will stumble across each other, and a bloody engagement will start.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).
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.
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:
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
This is a battle between the greatest heroes, each vying to control places of power.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:
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
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!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.
| D6 | Effect | | 1 | Warp-explosion: The underdog can pick a warpstone cluster. Inflict D3 mortal damage on each unit (friendly and enemy) contesting that warpstone cluster. | | 2-3 | Mutagenic 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. | | 4-5 | Warping 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. | | 6 | The 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
Vitally strategic positions are located in the midst of this bloody battlefieldThis 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.
$000002108
Battleplan
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.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
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.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
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.
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
drawBattleplan
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
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:
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:
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
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:
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
Two stubborn warlords have created a stalemate at the borders of Thondia, both refusing to fall back to re-supply.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:
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
One force is enacting a summoning ritual. The other must stop them before it is complete.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:
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 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.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:
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
Two armies vie to recover valuable realmstone from this vast plain, but each has inadvertently blocked their enemy’s escape route.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:
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.
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.