Path to Glory Battlepack
The Age of Sigmar grows fraught. On horizons yonder, the forces of Chaos loom, threatening to engulf the Mortal Realms in mayhem and violence once more. In the wake of these troubling times, Spearhead forces are dispatched across the realms to seek out ancient sites of power that still reside deep within the uncharted hinterlands. Will you take up the call to battle and lead a Spearhead force to victory?Welcome to the world of Spearhead. In this game mode, players engage in small-scale battles that are fast and tactical, suitable for newcomers and veterans alike. In Spearhead, each army is available as a self-contained boxset, allowing players to quickly muster a force. In addition, Spearhead battles are fought upon a compact battleeld, meaning you can set up a game even with limited space. Spearhead uses specially tailored rules to ensure that every battle is a tense and exciting aair that comes right down to the final moments.
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| SPEARHEAD BOX SETSFighting a Spearhead battle could not be easier. Each player picks their army by choosing one of the many Spearhead box sets available. Each of these is a complete army, including all the miniatures a player will need to do battle. The rules for Spearhead box sets are available in faction pages. | |
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Path to Glory Battlepack
Below is a handy step-by-step guide to help you prepare for your rst few Spearhead battles. Following these steps will help you get up and running with Spearhead in no time!
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| 1. PICK A SPEARHEAD ARMYIn Spearhead, players use a mixed set of units called a Spearhead army that has its own rules and warscrolls. Each has a corresponding box set that contains all the models you need. | |
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| 2. CHOOSE A REALM BATTLEFIELDSpearhead battles are fought on realm battlefields. Each side of a realm battlefield is themed around one of the eight Mortal Realms. | |
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| 3. PICK YOUR REGIMENT ABILITY AND ENHANCEMENTEach Spearhead army has a choice of 2 different regiment abilities and 4 different enhancements for your general. At the start of the battle, you must pick 1 of each for your army (see Spearhead Armies). | |
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- Every Spearhead army has a set of battle traits, regiment abilities and enhancements.
- The battle traits are rules and abilities for your army that you will use in every battle.
- The regiment abilities and enhancements are picked at the start of every battle. You can experiment with different combinations to see what works best for you. Some regiment abilities and enhancements are better against certain foes, so it pays to study the strengths and weaknesses of the enemy before making your choice!
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| 4. PREPARE YOUR WARSCROLLSEach set of Spearhead rules includes the warscrolls for all the units used in your Spearhead army. A warscroll details how fast and tough a unit is, as well as what weapons it is armed with and any special abilities it has. | |
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- Every unit in a Spearhead army has its own warscroll, where you can see its characteristics and weapons.
- Any unique abilities the unit can use will also be found on its warscroll.
- At the bottom of every warscroll you can find its keywords, such as HERO, WIZARD, MONSTER or INFANTRY.
- Some warscrolls have a number in a red circle above the Save characteristic. This is the unit’s ward save, which is also shown on its keywords line.
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| 5. FIGHT THE BATTLE!Spearhead battles usually last around an hour and a half. During the battle, the players will each try to score victory points, and at the end of the battle, the player with the most is declared the winner! | |
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Spearhead Battlepack
1.0 Spearhead Armies
Each player in a Spearhead battle is the commander of a Spearhead army. A Spearhead army is a set of units that comes with its own rules and warscrolls. You can find the rules for Spearhead armies on your faction page.
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| THE CORE RULESTo play a game using this battlepack, you’ll need the Core Rules. The Core Rules explain the basics of Warhammer Age of Sigmar, such as how to move your models and how to use abilities.
You don’t need the Advanced Rules to use this battlepack. | |
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1.1 Army Composition
On the first page of every Spearhead army’s rules, you will find the
army composition. This lists which units are included in the Spearhead army and who the
general is. Unlike other Warhammer Age of Sigmar armies, the composition of a Spearhead army is fixed and cannot be changed.
1.2 Battle Traits
Every Spearhead army has one or more
battle traits. These are powerful and thematic abilities that apply to some or all of the units in the army. For example, the ‘Ranger Doctrines’ battle trait enables the
Sentinels of Emberguard to strike and reposition to gain a powerful tactical advantage, while the ‘Cloaked in Shadow’ battle trait grants
Crixxit’s Kill-Pack the unparalleled ability to pursue and eliminate the enemy’s leaders.
1.3 Regiment Abilities
Every Spearhead army has a choice of 2
regiment abilities, each of which provides the army with a different strength in battle.
1.4 Enhancements
Every Spearhead army has a set of 4
enhancements to pick from. These are upgrades for the army’s
general that make them more powerful in a variety of ways.
1.5 Spearhead Warscrolls
The
warscrolls for all of the units in each Spearhead army are included in this battlepack. Although
Spearhead warscrolls are similar to the warscrolls found in battletomes, they have been tailored to work specically with Spearhead and cannot be used with other battlepacks.
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| WIZARDS AND PRIESTS IN SPEARHEADSome units in Spearhead have the WIZARD or PRIEST keyword. If you are familiar with other battlepacks, it is important to note the Magic module in the Advanced Rules is not used in Spearhead. As a result, there are no unbinding rolls and no chance of miscasts (among other things). Spells and prayers are resolved like any other ability. | |
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2.0 Realm Battlefields
Spearhead battles are fought on
realm battlefields. Once the players have picked their Spearhead armies, they must agree on a realm battlefield to use. Each realm battlefield comes with a matching
Spearhead deck, along with a
battleplan that explains how to fight a battle on that realm battlefield.
A
realm battlefield is
30" x 22" and double-sided, with each side corresponding to a different location in the Mortal Realms. In this edition of Spearhead, each side of the board represents a different part of Embergard, the City of Ash. On one side of the board, scouting forces meet in a standoff at the
Shattered Crossroads. On the other side, regiments hold one another in a siege around the ruins of the
Ashen Bastion.
Spearhead decks are sets of cards that are used in Spearhead battles. Each realm battlefield has its own Spearhead deck. Each Spearhead deck consists of
2 twist decks (one for each side of the realm battlefield) and
2 battle tactic decks (one for each player).
2.1 Twist Cards
Each
twist deck is made up of
twist cards. A
twist is a special rule that applies to the battle round being played. Each deck of twist cards corresponds to a specific side of the realm battlefield.
2.2 Battle Tactic Cards
Each
battle tactic deck is made up of
battle tactic cards. The rules on each are split into 2 parts: a
battle tactic and a
command. You can either score the battle tactic at the
end of your turn if you meet its conditions (to gain
victory points) or you can use the command on the card for a more immediate benefit. You cannot do both, so choose wisely!
Each command will say
when it can be used and what
effect it has. After the effect has been resolved, the card is
discarded. You can issue multiple commands to the same unit in the same phase.
3.0 Spearhead Battleplans
Each realm battlefield has a corresponding
battleplan. The battleplan is a set of instructions on how to fight the battle and how to determine the
winner.
You can find the battleplans for the
City of Ash realm battlefield
here.
4.0 Terrain and the Shattered Crossroads
In every
City of Ash Spearhead battle, the armies fight around 2 large terrain features.
Before the armies are deployed, each player will set up 1 large terrain feature wholly within their territory and on a corner of a rectangular objective.
Each large terrain feature has the following passive abilities:
| COVER: Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged or has the FLY keyword. | | UNSTABLE: Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall. |
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The
Shattered Crossroads realm battlefield is split by straight
roads and has a large circle in the middle called the
junction. For rules purposes, the junction is considered part of the roads (but
not vice versa).
Ruined Manor
(Large Terrain Feature)
Ruined Manor
(Large Terrain Feature)
5.0 Relics
In this battlepack, scouting forces fight over the ruins of Embergard searching for valuable treasures. These are represented by
5 relics, which have powerful effects that can turn the tide of battle.
Each time the rules tell you to
place a relic, it must be placed wholly on the battlefield, more than 3" from all enemy units and more than 6" from all other relics.
Relics are
contested and
controlled in the same manner as terrain features (
Core Rules, 32.3) and have the
Unstable terrain ability.
Each relic has a unique ability that can be used by both players:
BARREL OF EMBERSTONE: Aqshian realmstone stokes the battle fervour of those in its vicinity, lending strength to their sword arms.
Declare: Pick a friendly unit within 3" of this relic to be the target.
Effect: Add 1 to
wound rolls for the target’s attacks for the rest of the turn.
CRATE OF AQUA GHYRANIS: Smuggled from distant Ghyran, the precious liquid in these vials grants the imbiber great vigour and resilience.
Effect: Units have
WARD (5+) while they are wholly within 6" of this relic.
ULGUAN STEEL CALTROPS: These wicked traps are difficult to spot – but they certainly leave a mark.
Declare: You must use this ability if this relic is within 3" of any units (friendly or enemy) that
charged this turn. Pick those units to be the targets.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
BATTERED BARRICADE: Though swiftly improvised and heavily patched up, this barrier can still provide protection from incoming fire.
Effect: Units wholly within 3" of this relic cannot be targeted by
shooting attacks unless the attacking model is within their
combat range.
INCONSPICUOUS MANHOLE: Embergard is built atop a warren of tunnels that can be traversed to gain a tactical advantage.
Declare: Pick a friendly unit wholly within 3" of this relic to be the target.
Effect: Remove the target from the battlefield and
set it up again wholly within friendly territory and more than 6" from all enemy units.
Inconspicuous Manhole
6.0 Objectives
In Spearhead battles,
objectives are printed on the surface of each realm battlefield. The
Shattered Crossroads battlefield has 4 small rectangular objectives and 1 large circular objective. The
Ashen Bastion battlefield has 4 small circular objectives and 1 large rectangular objective.
Objectives with terrain features on them are
fortified objectives. While every model in a unit is
contesting a fortified objective, that unit is in
Cover.
The large circular objective in the middle of the Shattered Crossroads is the junction. The whole circle is the objective, not just the symbol in the centre.
The large rectangular objective in the middle of the Ashen Bastion is the ruin. The whole rectangle is the objective, including the walls.
6.1 Contesting Objectives
In Spearhead battles, while a model is on an objective (wholly or partially), it is
contesting it.
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| The small objectives are named after Sigmarite symbols: Ghal Maraz (the hammer), the Twin-Tailed Comet, the High Star and the Great Wheel.
In the case of the rectangle versions of these objectives, the whole rectangle is the objective, not just the circle in the middle. | |
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7.0 Reinforcements
Some units have the
REINFORCEMENTS keyword. These units can be brought back to the battlefield after being destroyed as replacement units (
Core Rules, 24.2).
If any of your units have the
REINFORCEMENTS keyword, you can use the following ability:
CALL FOR REINFORCEMENTS: A second wave of troops enters the fray, replacing those lost to the rigours of battle.
Declare: Pick a friendly
REINFORCEMENTS unit that has been
destroyed.
Effect: Set up an identical
replacement unit on the battlefield, wholly within friendly territory, wholly within 6" of the battleeld edge and not
in combat.
Each
REINFORCEMENTS unit can only be replaced once. Replacement units cannot themselves be replaced.
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| Units with the REINFORCEMENTS keyword have this icon bellow of their warscroll stats for ease of use. | |
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| Battleplan Embergard echoes once more to the sound of steel and screams. Warbands roam the crumbling streets, watching every shadow for threats. Amongst the smoky darkness flickers a hellish orange glare – the glow of emberstone, Embergard’s true wealth. The pulse of this arcane resource also illuminates fortifications and resources that could be seized by a canny commander. Yet in Embergard, a trap can easily swing back on those who would spring it...
PRE BATTLE SEQUENCE 1. Roll off. The winner chooses who is the attacker and who is the defender. 2. The attacker picks their regiment ability and their enhancement. Then the defender does the same. 3. The defender chooses which side of the realm battlefield the players will fight on: the Shattered Crossroads or the Ashen Bastion. 4. The defender picks 1 of the deployment maps on the right and chooses which territory belongs to which player. 5. The defender sets up one large terrain feature wholly within their territory and on a corner of a rectangular objective, then the attacker does the same. The objectives on which the terrain features are placed then become fortified objectives. 6. The defender picks one of the starting relics (see below) and sets it up wholly within their territory. The attacker then sets up the other starting relic wholly within their territory. On the Ashen Bastion realm battlefield, the starting relics are the Battered Barricade and the Inconspicuous Manhole. On the Shattered Crossroads realm battlefield, the starting relics are the Barrel of Emberstone and the Crate of Aqua Ghyranis.  
DEPLOYMENT Do not deploy armies as described in the Core Rules. Instead, the attacker sets up all their units in their army first, followed by the defender. Each unit must be set up wholly within friendly territory and more than 6" from enemy territory. BATTLE LENGTH The battle lasts for 4 battle rounds. SPECIAL RULES PREPARING THE SPEARHEAD DECKThis battle uses the City of Ash Spearhead deck. One player takes the twist deck that corresponds to the side of the battlefield the players are fighting on, shuffles it and places it face down next to the battlefield (the other twist deck is not used). Then, each player takes 1 battle tactic deck, shuffles it and places it face down where they can reach it during the battle. START OF THE BATTLE ROUND SEQUENCE The following sequence is resolved at the start of each battle round: 1. If it is the first battle round, the attacker chooses who will take the first turn. In any other battle round, the players make a priority roll ( Core Rules, 12.0). 2. Determine the underdog (Core Rules, 12.0). 3. The twist card is drawn (see below). 4. The players draw battle tactic cards (see below). 5. Any abilities with the Start of Battle Round timing are used. TWIST CARDS One twist card is drawn at the start of each battle round. Follow the rules on it as soon as it is drawn. BATTLE TACTIC CARDS At the start of the first battle round, each player draws a hand of 3 battle tactic cards. At the start of each subsequent battle round, each player draws battle tactic cards until they once more have a hand of 3 battle tactic cards. Before they do so, they can discard any number of battle tactic cards in their hand. Cards are discarded face-up. | | | | SEIZING THE INITIATIVEIf the player who went second in the previous battle round wins the priority roll and chooses to go first, it is called seizing the initiative. When a player seizes the initiative, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the two players is 5 or greater. | | | | |
VICTORY POINTS Each player scores victory points at the end of each of their turns as follows: - Score 1 victory point if you control at least one objective.
- Score 1 victory point if you control two or more objectives.
- Score 1 victory point if you control more objectives than your opponent.
- Score 1 victory point for each battle tactic you completed this turn.
GLORIOUS VICTORY The player with the most victory points at the end of the battle is the winner. If the players are tied on victory points, the battle is a draw. | |
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Even though Embergard is a smoking ruin, only a fool would ignore it. There are treasures to be recovered amidst the rubble and ashes, from ammunition and weapons to precious yet volatile emberstone. Following a violent earthquake, your warriors have returned to camp with talk of a realmstone seam now exposed beneath the broken flagstones of a former residence. With the occupants gone (and unlikely to return...) there is little to prevent you from claiming this arcane prize.
However, secrets are not kept for long in Embergard. Forces are moving through the rubble and past the ever-burning pyres: rivals, coming to steal your prize. Rather than rush in and leave your rearguard exposed, you have devised a plan to set up a series of staging posts before making the final push toward the emberstone deposit.Hidden in the Ashes is a mini campaign comprising three linked Spearhead battles played between two players, who are each trying to recover a hoard of emberstone buried at a secret location in Embergard. Spearhead games typically take around an hour to complete, so this campaign will probably take an entire afternoon or evening to play through.
Hidden in the Ashes Rules
This campaign uses the
City of Ash battlepack rules in addition to the rules on these pages.
PICKING YOUR SPEARHEAD ARMYBefore starting the first battle in a Hidden in the Ashes campaign, the players
roll off. The winner picks a Spearhead army to use for the entire campaign, so they should choose wisely. Then, their opponent does the same.
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| WHICH SPEARHEAD ARMY CAN I USE?While this campaign has been designed to be played with the Sentinels of Embergard and Crixxit’s Kill-Pack, you should feel free to use any Spearhead armies you like. After all, there are nefarious agents and hostile warbands of many different factions lurking in the ruins of Embergard! | |
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CAMPAIGN PATHWAYThis campaign
comprises three linked battles that are played in the order shown below.
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| BATTLE 1 – SMOULDERING SKIRMISH (ASHEN BASTION)
BATTLE 2 – BLAZING BLOCKADE (SHATTERED CROSSROADS)
BATTLE 3 – FINAL CONFLAGRATION (ASHEN BASTION) | |
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RULES CHANGESWhen playing this campaign, instead of using the
City of Ash battleplan pre-battle sequence
here, use the sequence below.
1. Unless specified otherwise, roll off. The winner chooses who is the
attacker and who is the
defender.
2. The
attacker picks their
regiment ability and their
enhancement. Then the
defender does the same.
3. Unless otherwise specified, the
defender chooses which territory belongs to which player.
4. The
defender sets up one
large terrain feature wholly within their territory and on a corner of a
rectangular objective, then the
attacker does the same. The
objectives the terrain features are placed on then become
fortified objectives.
5. The
defender picks one of the
starting relics and sets it up wholly within their territory. The
attacker then sets up the other starting relic wholly within their territory.
INJURIES AND DEATHSAfter each battle, your army has a bit of time to recuperate, recover their wounded and, if necessary, recruit replacement warriors. Therefore, your army starts at full strength in the next battle.
TOTAL VICTORY POINTSDuring the campaign, each player should keep track of their total number of victory points. This is the combined number of victory points they have scored in all of the battles fought so far.
Deployment
Do not deploy armies as described in the Core Rules or the City of Ash battleplan on pages 14-15. Instead, the
defender sets up all the units in their army first, wholly within their territory. Then the
attacker sets up all the units in their army, wholly within their territory and more than 6" from enemy territory. The
defender chooses which player takes the first turn.
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| CAMPAIGN BATTLE 1 – SMOULDERING SKIRMISH | |
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| CAMPAIGN BATTLE 2 – BLAZING BLOCKADEIf one player has more total victory points than their opponent, the rules below apply for this battle: - Do not roll off to determine the attacker and defender. Instead, the player with fewest victory points chooses.
- The player with most victory points picks 2 starting relics to use in the battle.
- If a twist requires a player to place a relic that is already on the battlefield, that player must instead place the Barrel of Emberstone or Crate of Aqua Ghyranis (if that relic is not already on the battlefield).
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| CAMPAIGN BATTLE 3 – FINAL CONFLAGRATIONIf one player has more total victory points than their opponent, the rules below apply for this battle: - Do not roll off to determine the attacker and defender. Instead, the player with the most victory points is the defender.
- One of the starting relics in this battle is the Barrel of Emberstone and must be set up first at the centre of the battlefield. The other starting relic is picked by the player with the most victory points and is set up by the defender wholly within the defender’s territory (the attacker does not set up a starting relic).
- If a twist requires a player to place a relic that is already on the battlefield, that player must instead place the Battered Barricade or Inconspicuous Manhole (if that relic is not already on the battlefield).
GLORIOUS VICTORYIf one player controls the Barrel of Emberstone at the end of the battle and that player has more total victory points than their opponent, they win a major victory. Their warriors return to their hideout to work out a plan to share the reward among the survivors. If one player controls the Barrel of Emberstone at the end of the battle and that player has fewer total victory points than their opponent, they win a minor victory. While they escape with a decent amount of emberstone, their paymaster will require more treasures! Their adventuring days are not yet over... If neither player controls the Barrel of Emberstone at the end of the battle but one player has more total victory points than their opponent, they win a minor victory. They slink back to their hideout, empty-handed but ready for the next adventure. Any other result is a hard-fought draw! | |
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Ashen Bastion Twist
• ASHEN BASTION TWIST •
STAGING POSTS This battle has another purpose – to establish redoubts from which to strike deeper into Embergard.
Starting with the active player, each player picks an objective on the battlefield. Each player scores 1 extra victory point at the end of their turn for each of those
objectives they
control.
The
underdog can roll a dice. On a 3+, they can force their opponent to pick a different objective.
• ASHEN BASTION TWIST •
CURSED TREASURE Perhaps this artefact is surrounded by an ominous whispering that instils paranoia in those nearby, or perhaps it simply smells worse than an ogor midden at high noon. Either way, proximity to it is highly distracting.
Starting with the active player, each player picks an enemy unit within 3" of a relic. For the rest of the battle round, that unit has a maximum
control score of 1.
The
underdog must place the
Ulguan Steel Caltrops. If there is no underdog, the players
roll off and the winner must place them.
• ASHEN BASTION TWIST •
EQUIVALENT ESCALADES By a twist of fate, both forces receive the order to besiege their enemy's defences at the same moment.
Each player scores 1 extra victory point at the end of their turn if they
control the
large terrain feature in enemy territory.
The
underdog must place the
Barrel of Emberstone. If there is no underdog, the players
roll off and the winner must place it.
• ASHEN BASTION TWIST •
A TIMELY EXIT The thought occurs – you have your smouldering prizes, but do you have a way out?
The underdog can pick a battlefield edge to be obstructed.
Each player scores 1 extra victory point at the end of their turn for each battlefield edge that is not obstructed and has no enemy units within 3" of it.
• ASHEN BASTION TWIST •
GOT YOUR BACK Friends or flunkies, comrades or cronies – it's all the same: safety in numbers.
For the rest of the battle round, add 1 to
save rolls for friendly units while they are within 3" of any other friendly units.
The
underdog must place the
Crate of Aqua Ghyranis. If there is no underdog, the players
roll off and the winner must place it.
• ASHEN BASTION TWIST •
WE'LL HAVE THAT! That your opponent covets a thing is enough reason to go and seize it.
Each player receives 1 extra victory point at the end of their turn if they
control the
relic that was placed in enemy territory at the start of the battle.
The
underdog can pick a friendly unit to be the assault force. For the rest of the battle round, add 2 to
charge rolls for the assault force.
Shattered Crossroads Twist
• SHATTERED CROSSROADS TWIST •
ASSASSINATE The timely elimination of a chosen foe can all but ensure victory.
Starting with the active player, each player picks an enemy unit to be the
mark. Each player receives
1 extra victory point at the end of the battle round if the enemy
mark is destroyed this battle round.
The
underdog must place the
Inconspicuous Manhole. If there is no
underdog, the players
roll off and the winner must place it.
• SHATTERED CROSSROADS TWIST •
AGGRESSIVE VALUATION A group of foes is guarding a particular item of loot with greater zeal than their other gains. Seize it to see what all the fuss is about...
Starting with the active player, each player picks a friendly unit to have the guarded loot. Each player receives 1 extra victory point at the end of the battle round if the enemy unit that has the guarded loot is destroyed this battle round.
The underdog can roll a dice. On a 3+, they can force their opponent to pick a different unit to have the guarded loot.
• SHATTERED CROSSROADS TWIST •
STOCKPILING DRIVE In Embergard, disaster preparation is just a fact of life.
Each player receives
1 extra victory point at the end of their turn for each
relic they
control that they did not control at the start of their turn.
The
underdog must place the
Battered Barricade. If there is no
underdog, the players
roll off and the winner must place it.
• SHATTERED CROSSROADS TWIST •
CRUX POINT Now you see it – the centre of the crossroads is the axle around which victory turns.
Each player receives
1 extra victory point at the end of their turn if they
control the
junction (the large circular
objective in the centre).
The
underdog must place the
Ulguan Steel Caltrops. If there is no
underdog, the players
roll off and the winner must place them.
• SHATTERED CROSSROADS TWIST •
ADRENALINE RUSH The arcane fluctuations of the emberstone deposits beneath Embergard can imbue those who battle above with unexpected vigour.
Starting with the underdog, each player can pick up to 2 friendly units that are not in combat to immediately move up to 3". If there is no underdog, the active player moves their units first.
The underdog’s units can end those moves in combat.
• SHATTERED CROSSROADS TWIST •
RAPID MANOEUVRES Though their cobbled surface is cracked and pitted, Embergard’s roads still allow for swift movement – leaving more strength for cutting.
While a unit is wholly on the roads, it can use CHARGE abilities even if it used a RUN ability in the same turn.
The underdog can pick a friendly unit. That unit’s melee weapons gain Anti-charge (+1 Rend) for the rest of the battle round.
Battle Tactic
• BATTLE TACTIC •
TAKE WHAT'S THEIRS They don't own it; they're merely holding onto it until you run them through.
You complete this battle tactic at the end of the turn if you
control a
relic that is within enemy territory.
• COMMAND •
PREPARED RIPOSTE: These warriors are ready to use their foes’ over-eager fury against them.
Declare: Pick a friendly unit to be the target.
Effect: For the rest of the turn, the target has
STRIKE-FIRST while it is
in combat with an enemy unit that
charged in the same turn.
• BATTLE TACTIC •
PITLESS MURDER There is no honour in Embergard, and many meet their end surrounded and set upon in some dismal alley.
You complete this battle tactic at the end of your turn if an enemy unit was picked to be the target of all the
combat attacks made by 2 or more different friendly units this turn.
• COMMAND •
MOTIVATED BY GREED: These warriors need only to glimpse their reward to find new courage.
Declare: Pick a friendly unit within 6" of a relic to be the target.
Effect: Add D6 to the target’s
control score until the start of your next turn.
• BATTLE TACTIC •
TAKE THE FLANKS Surround the enemy before you close in for the kill.
You complete this battle tactic at the end of your turn if there are any friendly units within 3" of each
short battlefield edge.
• COMMAND •
RIGGED EXPLOSIONS: 'Is it... meant to be hissing like that?'
Declare: Pick a relic. Then, pick each unit (friendly and enemy) within 3" of that relic to be the targets.
Effect: Roll a D3 for each target. Inflict an amount of
mortal damage on the target equal to the roll.
• BATTLE TACTIC •
CUT OFF THE HEAD Claim the head of the enemy's general to shatter their morale.
You complete this battle tactic at the end of your turn if the enemy general was slain this turn
OR
the enemy general was slain in an earlier turn
and any enemy units were destroyed this turn.
• COMMAND •
COUNTER-CHARGE: These warriors charge forth to stall the enemy's advance or enact a bold interception.
Declare: Pick a friendly unit that is not
in combat to use this ability.
Effect: That unit can use a
CHARGE ability as if it were your
charge phase.
• BATTLE TACTIC •
RAID Drive deep into enemy territory and wreak havoc!
You complete this battle tactic at the end of your turn if any friendly units are wholly within enemy territory and not
in combat.
• COMMAND •
RACE FOR THE LOOT: Spying something valuable, your warriors make all haste to claim it.
Declare: Pick a relic on the battlefield to be the target.
Effect: For the rest of the turn, friendly units can finish charge moves within ½" of the target as if it were an enemy unit.
• BATTLE TACTIC •
PROTECT THE LOOT What good is treasure if you can't hang onto it?
You complete this battle tactic at the end of your turn if an enemy unit was destroyed by a friendly unit while that friendly unit was within 3" of a
relic.
• COMMAND •
LAST-DITCH EFFORT: 'Giving up' is not a term that is part of these warriors’ lexicon.
Declare: Pick a friendly unit that has been destroyed and has not already been replaced.
Effect: Set up either a
replacement unit with a combined Health characteristic of up to 4 or a single-model replacement unit with X damage points already allocated to it, where X is its Health characteristic minus 4. The unit must be set up more than 6" from all enemy units.
• BATTLE TACTIC •
HOLD THE CENTRE Take the middle ground, and be the rock upon which the enemy shatters.
You complete this battle tactic at the end of your turn if there are 2 or more friendly units within 3" of the centre of the battlefield.
• COMMAND •
SLIP AWAY: Embergard is a place of ash and confusion, making it easy for these warriors to evade their enemies.
Declare: Pick a friendly unit that is
in combat to be the target.
Effect: The target can move 5". It can move through the
combat ranges of enemy units but it cannot end that move in combat.
• BATTLE TACTIC •
RAZE Break through enemy lines so you can plunge into the city beyond.
You complete this battle tactic at the end of your turn if there are any friendly units within 3" of the
long battlefield edge in enemy territory.
• COMMAND •
COVETOUS FRENZY: Is madness a consequence of or prerequisite for wealth?
Declare: Pick a relic to be the target.
Effect: For the rest of the turn, add 1 to
hit rolls for attacks made by friendly units while they are within 3" of the target.
• BATTLE TACTIC •
DAIS OF THE COMET The Twin-Tailed Comet is an omen of great significance.
You complete this battle tactic at the end of your turn if you control the
Twin-Tailed Comet objective.
• COMMAND •
GO DOWN FIGHTING: Teeth gritted, these warriors refuse to simply surrender.
Declare: Pick a friendly unit to be the target.
Effect: For the rest of the turn, each time you make an unmodified
save roll of 5+ for a combat attack that targets this unit, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
• BATTLE TACTIC •
DAIS OF THE HAMMER Sigmar’s sacred hammer is a potent symbol of might.
You complete this battle tactic at the end of your turn if you control the
Ghal Maraz objective.
• COMMAND •
FOOL'S GOLD: Something glinting among the rubble turns out to be less than worthless.
Declare: Pick a relic on the battlefield to be the target.
Effect: Remove the target from the battlefield, then
set it up again more than 3" from all enemy units and more than 6" away from all other relics.
• BATTLE TACTIC •
COMB THE AREA It has been impressed on all of your warriors that returning empty-handed is not an option.
You complete this battle tactic at the end of your turn if all friendly units are within 3" of a
relic (it does not need to be the same relic).
• COMMAND •
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.
Declare: Pick a friendly unit that is not
in combat to use this ability.
Effect: That unit can move D6". That move cannot pass through or end within the
combat range of an enemy unit.
• BATTLE TACTIC •
MATERIAL GAINS Valuable resources lie scattered about this quarter of Embergard. Secure them before the enemy can do the same.
You complete this battle tactic at the end of your turn if you
control more
relics than your opponent.
• COMMAND •
GRIND THEM TO DUST: These warriors fight with reckless fury to annihilate the enemy.
Declare: Pick a friendly unit to use this ability.
Effect: That unit can use 2
FIGHT abilities this phase. After the first is used, however, inflict D3
mortal damage on that unit and it has
STRIKE-LAST for the rest of the turn.