SCENERY WARSCROLLS AZYRITE RUINS

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SCENERY WARSCROLLS In this section you will find a Scenery Warscroll for the Azyrite Ruins included in Realm of Battle: Blasted Hallowheart. You do not need to use these rules to enjoy a battle using the models, but they will add a new dimension to your battlefield and help bring it to life. AZYRITE RUINS Scattered across the Mortal Realms are the ruins of buildings that were created hundreds or even thousands of years before the coming of Chaos. DESCRIPTION An Azyrite Ruin is a terrain feature consisting of a single Azyrite Ruin model. SCENERY RULES Barricade: When an enemy model targets a unit that is wholly within 1" of an Azyrite Ruin, then the target unit receives the benefit of cover if the attacking model is closer to the Azyrite Ruin than it is to the target unit. KEYWORDS SCENERY, RUIN, AZYRITE RUINS

BATTLEPLANS INTRODUCTION On the following pages you will find three exciting battleplans that can be fought using the contents of Realm of Battle: Blasted Hallowheart and any two armies. Each of the following battleplans is designed to be played between two armies, on a battlefield that is created using the contents of Realm of Battle: Blasted Hallowheart. The missions can be played individually, or joined together to form a campaign, where the result of one game will affect what happens in the next game. ROLL-OFFS The battleplans require the players to roll off. To make a rolloff, each player rolls a dice, and whoever rolls highest wins the roll-off. In the case of a tie, make the roll-off again. BLASTED HALLOWHEART CAMPAIGN Taking you beyond one-off battles, campaigns can add a new dimension to your gaming, giving each victory and defeat greater meaning. In order to play a campaign, you must play the three Realm of Battle: Blasted Hallowheart missions one after the other. Winning one battle will have an effect on the next battle that is fought. The campaign is won by the player that wins the third and final battle. Designer s Note: These battleplans work best if neither player uses any models which can fly. If you wish to these models anyway, it s best to not use the rules for flying from the Warhammer Age of Sigmar rules sheet in these battles, they ll have to walk like everyone else! INTO THE DARK The Defender must roll a 3 or more in order to surprise the Attacker and take the first turn. The Defender can re-roll failed charge rolls in the first battle round. The Defender does not roll to see if any reserve units arrive in the first battle round. Use the battleplan as written. The Defender automatically receives three reserve units in the first battle round.

INTO THE DARK A small warband has been ordered to take two chests and transport them to a secret destination that lies deep within enemy territory. To do so, they must first enter reach the entrance to a network of tunnels that will allow them to bypass the main enemy army. of no more than 35, and which do not include any Monsters. Once the armies have been chosen, the players roll off to decide who will be the Attacker and who will be the Defender. Starting with the player that won the roll off to determine who will be the Attacker and who will be the Defender, the players alternate setting up units one at a time. Units must be set up wholly within their own territory. If one player finishes setting up their army first, the opposing player can set up the rest of the units in their army, one after another. The player that finishes setting up their army first can choose who has the first turn in the first battle round. After both sides have set up, two models from the army must be assigned to start the battle each carrying a Chest. Show this by placing the Chest in contact with the model that is carrying it. From that point, the Chest remains with the model (move the Chest with the model to show this) until it is dropped, which only happens if the model is slain or flees. If the Chest is dropped, another model can pick it up by moving into contact with it. A model with a Chest cannot fly, be set up anywhere other than the battlefield, or move further than 9" in fifth battle round, or until a player has no units left on the battlefield. The a Glorious Victory if the army is wiped out, or if both of the Chests are being carried by models from the army and are within 3" of the exit point (as shown on the deployment map) at the end of the movement phase. if the army is wiped out, or if the battle ends and the Attacker has not been able to escape with the Chests. Exit Point

A small warband has managed to bypass the main enemy army and is now travelling through enemy territory to their rendezvous point. Suddenly, a hidden foe launches an attack the warband has fallen into an ambush! of no more than 35, and which do not include any Monsters. Once the armies have been chosen, the players roll-off to decide who will be the Attacker and who will be the Defender. The Attacker must set up their army first. All of their models must be set up so they are fully on the grey stone tiles of the ancient road, as shown on the deployment map. After both sides have set up, two models from the army must be assigned to start the battle each carrying a Chest. Show this by placing the Chest in contact with the model that is carrying it. From that point, the Chest remains with the model (move the Chest with the model to show this) until it is dropped, which only happens if the model is slain or flees. If the Chest is dropped, another model can pick it up by moving into contact with it. A model with a Chest cannot fly, be set up anywhere other than the battlefield, or move further than 9" in FIRST TURN Once both armies have been set up and the Chests assigned, the Defender must roll a dice. On a 2 or more, their army has successfully triggered the ambush and the Defender has the first turn in the first battle round. On a 1, the army spots the ambushers, and the Attacker has the first turn in the first battle round. fifth battle round, or until a player has no units left on the battlefield. The a Glorious Victory if the army is wiped out, or if both of the Chests are being carried by models from the army at the end of the battle. The Attacker wins a Minor Victory if the one of the Chests is being carried by a model from the army at the end of the battle. if the army is wiped out, and a Minor Victory if neither Chest is being carried by models in the army at the end of the battle. The Defender sets up second. To do so, they must pick a unit from their army and roll a dice. The unit must be set up wholly within the territory that corresponds to the dice roll, as shown on the deployment map. The Defender then rolls for the next unit they wish to set up, and so on until their entire army has been set up. 1-2 5-6 3-4

A small warband has penetrated deep into the enemy s homeland carrying two chests. If the chests are taken to specific locations and then opened simultaneously, the artefacts contained in each will trigger a catastrophe that will tear the enemy s domain asunder. of no more than 35, and which do not include any Monsters. Once the armies have been chosen, the players roll-off to decide who will be the Attacker and who will be the Defender. The Attacker must set up their army first. All of their units must be set up wholly within their own territory, as shown on the deployment map. After both sides have set up, two models from the army must be assigned to start the battle each carrying a Chest. Show this by placing the Chest in contact with the model that is carrying it. From that point, the Chest remains with the model (move the Chest with the model to show this) until it is dropped, which only happens if the model is slain or flees. If the Chest is dropped, another model can pick it up by moving into contact with it. A model with a Chest cannot fly, be set up anywhere other than the battlefield, or move further than 9" in FIRST TURN Once both armies have been set up and the Chests assigned, the Attacker must roll a dice. On a 2 or more, their army has caught the army unaware, and the Attacker has the first turn in the first battle round. On a 1, the army has been spotted, and the Defender has the first turn in the first battle round. RESERVES At the start of the hero phase, they must roll a D3. The result is the number of reserve units that can arrive that turn. The Defender can pick which units will arrive. Each must be set up wholly within the territory, more than 3" from the enemy and more than 18" away from any other reserve units that arrived in the same turn. This counts as their move for the following movement phase. fifth battle round, or until a player has no units left on the battlefield. The a Glorious Victory if, at the start of their hero phase, both of the Chests are being carried by models from the army and one is within the boundary of one of the objectives, and the other is within the boundary of the other objective. if the army is wiped out, or if the battle ends before the Attacker is able to win. The Defender sets up second. To do so, they must pick two units from their army to be set up wholly within their territory, in such a way that one unit is wholly within 3" of one of the objectives, and the other unit is wholly within 3" of the other objective. All of the remaining units in the army are in reserve, and will arrive as described below (they cannot be set up anywhere else or arrive in any other way). Objectives