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All across the Mortal Realms, the HOW TO USE BATTLEPLANS PATH TO GLORY
champions of the Dark Gods erect This battle should be fought using all CAMPAIGNS
great monoliths to celebrate their of the rules on the Warhammer Age of If this battleplan is used by two
deeds. Each is covered in fell runic Sigmar rules sheet unless specifically warbands taking part in a Path to Glory
script detailing the legend of the indicated otherwise. The battleplan campaign, then the following rules apply:
champion who raised it, and at its includes a map reflecting the landscape
apex is set the rune of their patron god. on which the battle is fought; the map Each warband may attempt to construct
Erecting a monolith greatly enhances shows a battlefield that is 6 feet by 4 a monolith in their Champion’s honour
the glory of a champion, and for this feet in size, but you can use a smaller or once during the campaign. When they
reason opposing Chaos warbands will larger area if you wish. decide to do so, then the next battle they
do anything in their power to stop it fight must be Battleplan: Monolith, and
being built. Fierce battles are fought they are automatically the gloryseeker
between warbands intent on building (see The Armies). If the opposing
a monolith that celebrates their player also wants to build a monolith,
conquests, and an opposing warband then each player rolls a dice, re-rolling
who are keen to desecrate the monolith any ties; whoever rolls highest is the
before it can be erected. gloryseeker, and their opponent cannot
build their monolith at that time.
The following battleplan is based
upon just such a conflict. Although When this battleplan is used as part of
battles like this are usually fought a Path to Glory campaign, the winner
between rival Chaos warbands, there will receive extra Favour Points in
is no reason at all not to use different addition to those they would normally
armies. All of the factions that inhabit receive. Look up the opposing Patrons
the Mortal Realms build monuments of the two warbands on the table below
to celebrate their triumphs, and all are to determine how many extra Favour
keen to raze the monuments built by Points are earned by the winner.
their enemies.
Each player picks an army, and then OBJECTIVES OBJECTIVES
they must decide who will be the keepers After much toil and hardship, you are You are the commander of a mighty
of the monolith and who will be its finally close to raising a monolith to warband, and you are determined to stop
desecrators. Each player rolls a dice, and celebrate your deeds. But now, just as a hated foe from building a monolith
whoever rolls higher can pick who is the your triumph seems assured, one of covered with lies and false claims.
gloryseeker and who the desecrator. your most hated enemies has arrived, Should your enemy succeed he will rise
and is determined to thwart your greatly in the favour of his patron god,
The general of each army has a unique ambitions. You will not allow them to and may even achieve eternal glory
command ability, shown below, in succeed! You must stop the cur from before you do – this must not be allowed
addition to any others they have. desecrating your monument, lest this to happen! In order to achieve your goal,
stop you from fulfilling your destiny. you must fight your way past the enemy
that blocks your way, and hurl down the
monolith before it can be erected.

GLORYSEEKER’S over enemy units as if it can fly,

COMMAND ABILITY but suffers D3 mortal wounds
Stop Them At All Costs: The if it does so. Units that use this
general orders his followers to special move to retreat are allowed
ignore thoughts of their own safety to charge in the same turn that
and turn all their efforts to slaying they do so.
their foes. If your general uses this
ability, pick a unit from your army
that is within 12" of him. The unit
is allowed to attack as if it were
the combat phase, but suffers D3
mortal wounds after the attacks
have been completed.

Breakthrough: The general orders
his followers to break through the
enemy line and charge towards
the monolith, heedless of any cost
to their own lives. If your general
uses this ability, pick a unit from
your army that is within 12" of
him. In the following movement
phase, the unit is allowed to move
The battle takes place on a blood- Do not use the set-up instructions on
soaked battlefield in one of the Mortal the Warhammer Age of Sigmar rules
Realms. Following a great victory, sheet. Instead, the players take it in
the champion of a Chaos warband turns to set up units. Units can be set
is preparing to erect a monolith to up anywhere within their own territory
celebrate their deeds. We recommend (see the map below) more than 6" from
using a suitable piece of scenery, such enemy territory.
as a Baleful Realmgate, or a set of
markers, such as small stones or rocks,
to represent the monolith. Generate
the rest of the scenery for this battle as
described on the Warhammer Age of
Sigmar rules sheet.

Gloryseeker’s Territory

Desecrator’s Territory

The Monolith

FIRST TURN or another unit from their army is 12" of a monolith when they attempt
In the first battle round the desecrator within 3" of the monolith in their hero to cast or unbind a spell can add 1 to
decides who will have the first turn phase. If this is the case, the desecrator their roll, even if it has not yet been
(there is no need to roll). rolls a dice. On a roll of 4 or more the fully constructed.
monolith has been knocked to the
ERECTING THE MONOLITH ground and desecrated. The desecrator There is one exception to this rule – if
The gloryseeker must roll a dice in each adds 2 to this roll if they have at least the general of the gloryseeker’s army
of their hero phases, as long as there twice as many models within 3" of worships KHORNE, then the monolith
are at least 5 friendly models within the monolith as the gloryseeker. The is being constructed in honour of the
3" of the monolith. Add 1 to the roll if desecrator subtracts 2 from this roll Blood God, who cannot abide the
there are more than 10 friendly models if the gloryseeker has at least twice as use of magic. No spells can be cast by
within 3" of the monolith. Add another many models within 3" of the monolith any WIZARDS within 6" of such a
1 if either a PRIEST or your general is as they do. MONSTERS count as 10 monolith, though they can attempt to
also within 3" of the monolith. Keep models for the purposes of this roll. unbind spells normally.
a note of the cumulative sum of these
rolls. The monolith’s construction is THE MAGIC OF VICTORY
complete when the cumulative total of THE MONOLITH Do not use any of the victory conditions
all these rolls is 20 or more. Monoliths act as a direct channel on the Warhammer Age of Sigmar
between the Realm of Chaos and rules sheet. Instead, the desecrator
HURLING DOWN the material world, allowing wizards immediately wins a major victory if the
THE MONOLITH that are nearby to draw raw magical monolith is cast down and desecrated.
The desecrator can attempt to hurl energy from the monolith to power The gloryseeker immediately wins a
down the monument if their general their spells. A WIZARD who is within major victory if the monolith is erected.

Warhammer Age of Sigmar puts you in command of a force of mighty warriors, monsters and war engines. This rules sheet
contains everything you need to know in order to do battle amid strange and sorcerous realms, to unleash powerful magic,
darken the skies with arrows, and crush your enemies in bloody combat!


Before the conflict begins, rival warlords Be they pillars of flame, altars of brass or The landscapes of the Mortal Realms can
gather their most powerful warriors. haunted ruins, the realms are filled with both aid and hinder your warriors. Unless
strange sights and deadly obstacles. stated otherwise, a model can be moved
In order to play, you must first muster your across scenery but not through it (so you
army from the miniatures in your collection. Battles in Warhammer Age of Sigmar are can’t move through a solid wall, or pass
Armies can be as big as you like, and you can fought across an infinite variety of exciting through a tree, but can choose to have a
use as many models from your collection as landscapes in the Mortal Realms, from model climb up or over them). In addition,
you wish. The more units you decide to use, desolate volcanic plains and treacherous sky once you have set up all your scenery, either
the longer the game will last and the more temples, to lush jungles and cyclopean ruins. roll a dice on the following table or pick a
exciting it will be! Typically, a game with The dominion of Chaos is all-pervading, rule from it for each terrain feature:
around a hundred miniatures per side will and no land is left untouched by the blight
last for about an evening. of war. These wildly fantastical landscapes
are recreated whenever you play a game of
All models are described by warscrolls, which Roll Scenery
provide all of the rules for using them in The table and scenery you use constitute 1 Damned: If any of your units are
the game. You will need warscrolls for the your battlefield. A battlefield can be any flat within 3" of this terrain feature in

models you want to use.

Models fight in units. A unit can have one or

surface upon which the models can stand –
for example a dining table or the floor – and
can be any size or shape provided it’s bigger
your hero phase, you can declare
that one is making a sacrifice.
If you do so, the unit suffers D3
more models, but cannot include models that than 3 feet square. mortal wounds, but you can add 1
use different warscrolls. A unit must be set up to all hit rolls for the unit until your
and finish any sort of move as a single group of First you should decide in which of the seven next hero phase.
models, with all models within 1" of at least one Mortal Realms the battle will take place. For 2 Arcane: Add 1 to the result of any
other model from their unit. If anything causes example, you might decide that your battle casting or unbinding rolls made for a
a unit to become split up during a battle, it must will take place in the Realm of Fire. Sometimes wizard within 3" of this terrain feature.
reform the next time that it moves. you’ll need to know this in order to use certain 3 Inspiring: Add 1 to the Bravery
abilities. If you can’t agree on the realm, roll a of all units within 3" of this
TOOLS OF WAR dice, and whoever rolls highest decides. terrain feature.
In order to fight a battle you will require a 4 Deadly: Roll a dice for any model that
tape measure and some dice. The best battles are fought over lavishly makes a run or charge move across, or
designed and constructed landscapes, but finishing on, this terrain feature. On a
Distances in Warhammer Age of Sigmar whether you have a lot of scenery or only a roll of 1 the model is slain.
are measured in inches ("), between the small number of features doesn’t matter! A 5 Mystical: Roll a dice in your hero
closest points of the models or units you’re good guide is at least 1 feature for every 2 phase for each of your units within
measuring to and from. You can measure foot square, but less is okay and more can 3" of this terrain feature. On a roll of
distances whenever you wish. A model’s base make for a really interesting battle. 1 the unit is befuddled and can’t be
isn’t considered part of the model – it’s just selected to cast spells, move or attack
there to help the model stand up – so don’t To help you decide the placement of your until your next hero phase. On a roll
include it when measuring distances. scenery, you can choose to roll two dice and of 2-6 the unit is ensorcelled, and you
add them together for each 2 foot square can re-roll failed wound rolls for the
Warhammer Age of Sigmar uses six-sided area of your battlefield and consult the unit until your next hero phase.
dice (sometimes abbreviated to D6). If a rule following table: 6 Sinister: Any of your units that are
requires you to roll a D3, roll a dice and halve within 3" of this terrain feature in
the total, rounding fractions up. Some rules Roll Terrain Features your hero phase cause fear until your
allow you to re-roll a dice roll, which means 2-3 No terrain features. next hero phase. Subtract 1 from the
you get to roll some or all of the dice again. 4-5 2 terrain features. Bravery of any enemy units that are
You can never re-roll a dice more than once, 6-8 1 terrain feature. within 3" of one or more units that
and re-rolls happen before modifiers to the 9-10 2 terrain features. cause fear.
roll (if any) are applied. 11-12 Choose from 0 to 3 terrain features.


THE BATTLE BEGINS The opposing player can continue to set up

Thunder rumbles high above as the armies units. When they have finished, set-up is THE SUDDEN DEATH TABLE
take to the battlefield. complete. The player that finishes setting up Assassinate: The enemy player picks a
first always chooses who takes the first turn unit with the HERO, WIZARD, PRIEST
You are now ready for the battle to begin, but in the first battle round. or MONSTER keyword in their army. Slay
before it does you must set up your armies the unit that they pick.
for the coming conflict. THE GENERAL Blunt: The enemy player picks a unit with
Once you have finished setting up all of your five or more models in their army. Slay the
SET-UP units, nominate one of the models you set up unit that they pick.
Before setting up their armies, both players as your general. Your general has a command Endure: Have at least one model which
roll a dice, rolling again in the case of a tie. The ability, as described in the rules for the hero started the battle on the battlefield still in
player that rolls higher must divide the battlefield phase on the next page. play at the end of the sixth battle round.
into two equal-sized halves; their opponent Seize Ground: Pick one terrain feature in
then picks one half to be their territory. Some GLORIOUS VICTORY enemy territory. Have at least one friendly
examples of this are shown below. In the Mortal Realms battles are brutal and model within 3" of that feature at the end
uncompromising – they are fought to the bitter of the fourth battle round.
end, with one side able to claim victory because
it has destroyed its foe or there are no enemy
models left on the field of battle. The victor THE TRIUMPH TABLE
can immediately claim a major victory and the Roll Triumph
honours and triumphs that are due to them, 1-2 Blessed: You can change the result
while the defeated must repair to their lair to of a single dice to the result of your
lick their wounds and bear the shame of failure. choosing once during the battle.
3-4 Inspired: You can re-roll all of the
If it has not been possible to fight a battle to failed hit rolls for one unit in your
its conclusion or the outcome is not obvious, army in one combat phase.
then a result of sorts can be calculated by 5-6 Empowered: Add 1 to your general’s
comparing the number of models removed Wounds characteristic.
from play with the number of models
originally set up for the battle for each army.
Expressing these as percentages provides a BATTLE ROUNDS
simple way to determine the winner. Such Mighty armies crash together amid the
a victory can only be claimed as a minor spray of blood and the crackle of magic.
victory. For example, if one player lost 75%
of their starting models, and the other player Warhammer Age of Sigmar is played in a series
lost 50%, then the player that only lost 50% of battle rounds, each of which is split into two
of their models could claim a minor victory. turns – one for each player. At the start of each
battle round, both players roll a dice, rolling again
Models added to your army during the game (for in the case of a tie. The player that rolls highest
example, through summoning, reinforcements, decides who takes the first turn in that battle
reincarnation and so on) do not count towards round. Each turn consists of the following phases:
the number of models in the army, but must be
counted among the casualties an army suffers. 1. Hero Phase
Cast spells and use heroic abilities.
Sometimes a player may attempt to achieve Move units across the battlefield.
The players then alternate setting up units, a sudden death victory. If one army has 3. Shooting Phase
one at a time, starting with the player that a third more models than the other, the Attack with missile weapons.
won the earlier dice roll. Models must be set outnumbered player can choose one 4. Charge Phase
up in their own territory, more than 12" from objective from the sudden death table after Charge units into combat.
enemy territory. generals are nominated. A major victory can 5. Combat Phase
be claimed immediately when the objective is Pile in and attack with melee weapons.
You can continue setting up units until you achieved by the outnumbered player. 6. Battleshock Phase
have set up all the units you want to fight in Test the bravery of depleted units.
this battle, or have run out of space. This is TRIUMPHS
your army. Count the number of models in After any sudden death objectives have been Once the first player has finished their turn,
your army – this may come in useful later. chosen, if your army won a major victory in the second player takes theirs. Once the
Any remaining units are held in reserve, its previous battle, roll a dice and look up the second player has also finished, the battle
playing no part unless fate lends a hand. result on the triumph table to the right. round is over and a new one begins.


PRE-BATTLE ABILITIES ENEMY MODELS The first model you move must finish within
Some warscrolls allow you to use an ability When you move a model in the movement ½" of an enemy model. If that’s impossible, the
‘after set-up is complete’. These abilities are phase, you may not move within 3" of any charge has failed and no models in the charging
used before the first battle round. If both enemy models. Models from your army unit can move in this phase. Once you’ve
armies have abilities like this, both players are friendly models, and models from the moved all the models in the unit, you can pick
roll a dice, re-rolling in the case of a tie. The opposing army are enemy models. another eligible unit to make a charge, until all
player that rolls highest gets to use their units that can charge have done so.
abilities first, followed by their opponent. Units starting the movement phase within 3"
of an enemy unit can either remain stationary COMBAT PHASE
HERO PHASE or retreat. If you choose to retreat, the unit Carnage engulfs the battlefield as the
As the armies close in, their leaders use must end its move more than 3" away from warring armies tear each other apart.
sorcerous abilities, make sacrifices to the all enemy units. If a unit retreats, then it can’t
gods, or give strident commands. shoot or charge later that turn (see below). Any unit that has charged or has models
within 3" of an enemy unit can attack with its
In your hero phase you can use the wizards RUNNING melee weapons in the combat phase.
in your army to cast spells (see the rules for When you pick a unit to move in the
wizards on the last page of these rules). movement phase, you can declare that it will The player whose turn it is picks a unit to
run. Roll a dice and add the result to the attack with, then the opposing player must
In addition, other units in your army may have Move characteristic of all models in the unit attack with a unit, and so on until all eligible
abilities on their warscrolls that can be used in for the movement phase. A unit that runs units on both sides have attacked once each.
the hero phase. Generally, these can only be can’t shoot or charge later that turn. If one side completes all its attacks first, then
used in your own hero phase. However, if an the other side completes all of its remaining
ability says it can be used in every hero phase, FLYING attacks, one unit after another. No unit can
then it can be used in your opponent’s hero If the warscroll for a model says that the be selected to attack more than once in each
phase as well as your own. If both players can model can fly, it can pass across models and combat phase. An attack is split into two
use abilities in a hero phase, the player whose scenery as if they were not there. It still may steps: first the unit piles in, and then you
turn it is gets to use all of theirs first. not finish the move within 3" of an enemy make attacks with the models in the unit.
in the movement phase, and if it is already
COMMAND ABILITY within 3" of an enemy it can only retreat or Step 1: When you pile in, you may move each
In your hero phase, your general can use remain stationary. model in the unit up to 3" towards the closest
one command ability. All generals have the enemy model. This will allow the models in
Inspiring Presence command ability, and SHOOTING PHASE the unit to get closer to the enemy in order to
some may have more on their warscroll. A storm of death breaks over the battle as attack them.
arrows fall like rain and war machines hurl
Inspiring Presence: Pick a unit from your their deadly payloads. Step 2: Each model in the unit attacks with
army that is within 12" of your general. The all of the melee weapons it is armed with
unit that you pick does not have to take In your shooting phase you can shoot with (see Attacking).
battleshock tests until your next hero phase. models armed with missile weapons.
MOVEMENT PHASE Pick one of your units. You may not pick Even the bravest heart may quail when the
The ground shakes to the tread of marching a unit that ran or retreated this turn. Each horrors of battle take their toll.
feet as armies vie for position. model in the unit attacks with all of the missile
weapons it is armed with (see Attacking). In the battleshock phase, both players must
Start your movement phase by picking one After all of the models in the unit have shot, take battleshock tests for units from their
of your units and moving each model in that you can choose another unit to shoot with, army that have had models slain during the
unit until you’ve moved all the models you until all units that can shoot have done so. turn. The player whose turn it is tests first.
want to. You can then pick another unit to
move, until you have moved as many of your CHARGE PHASE To make a battleshock test, roll a dice and
units as you wish. No model can be moved Howling bloodcurdling war cries, warriors add the number of models from the unit that
more than once in each movement phase. hurl themselves into battle to slay with have been slain this turn. For each point by
blade, hammer and claw. which the total exceeds the highest Bravery
MOVING characteristic in the unit, one model in that
A model can be moved in any direction, to Any of your units within 12" of the enemy in unit must flee and is removed from play. Add
a distance in inches equal to or less than the your charge phase can make a charge move. 1 to the Bravery characteristic being used for
Move characteristic on its warscroll. It can be Pick an eligible unit and roll two dice. Each every 10 models that are in the unit when the
moved vertically in order to climb or cross model in the unit can move this number in test is taken.
scenery, but cannot be moved across other inches. You may not pick a unit that ran or
models. No part of the model may move retreated this turn, nor one that is within 3" You must choose which models flee from the
further than the model’s Move characteristic. of the enemy. units you command.


ATTACKING has a -1 Rend characteristic, then 1 is subtracted WIZARDS

Blows hammer down upon the foe, inflicting from the save roll. If the result equals or beats The realms are saturated with magic, a
bloody wounds. the Save characteristic of the models in the target seething source of power for those with the
unit, the wound is saved and the attack sequence wit to wield it.
When a unit attacks, you must first pick the target ends. If not, the attack is successful, and you
units for the attacks that the models in the unit must determine damage on the target unit. Some models are noted as being a wizard on
will make, then make all of the attacks, and finally their warscroll. You can use a wizard to cast
inflict any resulting damage on the target units. 4. Determine Damage: Once all of the spells in your hero phase, and can also use
attacks made by a unit have been carried out, them to unbind spells in your opponent’s
The number of attacks a model can make is each successful attack inflicts a number of hero phase. The number of spells a wizard
determined by the weapons that it is armed wounds equal to the Damage characteristic can attempt to cast or unbind each turn is
with. The weapon options a model has are of the weapon. Most weapons have a Damage detailed on its warscroll.
listed in its description on its warscroll. characteristic of 1, but some can inflict 2 or more
Missile weapons can be used in the shooting wounds, allowing them to cause grievous injuries CASTING SPELLS
phase, and melee weapons can be used in to even the mightiest foe, or to cleave through All wizards can use the spells described
the combat phase. The number of attacks more than one opponent with but a single blow! below, as well as any spells listed on their
a model can make is equal to the Attacks warscroll. A wizard can only attempt to cast
characteristic for the weapons it can use. In order to make several attacks at once, all each spell once per turn.
of the attacks must have the same To Hit, To
PICKING TARGETS Wound, Rend and Damage characteristics, To cast a spell, roll two dice. If the total is
First, you must pick the target units for the and must be directed at the same enemy unit. equal to or greater than the casting value of
attacks. In order to attack an enemy unit, If this is the case, make all of the hit rolls at the spell, the spell is successfully cast.
an enemy model from that unit must be in the same time, then all of the wound rolls,
range of the attacking weapon (i.e. within the and finally all of the save rolls; then add up If a spell is cast, the opposing player can
maximum distance, in inches, of the Range the total number of wounds caused. choose any one of their wizards that is within
listed for the weapon making the attack), and 18" of the caster, and that can see them, and
visible to the attacker (if unsure, stoop down INFLICTING DAMAGE attempt to unbind the spell before its effects
and get a look from behind the attacking model After all of the attacks made by a unit have been are applied. To unbind a spell, roll two dice.
to see if the target is visible). For the purposes carried out, the player commanding the target If the roll beats the roll used to cast the spell,
of determining visibility, an attacking model unit allocates any wounds that are inflicted to then the spell’s effects are negated. Only one
can see through other models in its unit. models from the unit as they see fit (the models attempt can be made to unbind a spell.
do not have to be within range or visible to an
If a model has more than one attack, you can split attacking unit). When inflicting damage, if you ARCANE BOLT
them between potential target units as you wish. allocate a wound to a model, you must keep on Arcane Bolt has a casting value of 5. If
If a model splits its attacks between two or more allocating wounds to that model until either it is successfully cast, pick an enemy unit within
enemy units, resolve all of the attacks against one slain, or no more wounds remain to be allocated. 18" of the caster and which is visible to them.
unit before moving onto the next one. The unit you pick suffers D3 mortal wounds.
Once the number of wounds suffered by a
MAKING ATTACKS model during the battle equals its Wounds MYSTIC SHIELD
Attacks can be made one at a time, or, in characteristic, the model is slain. Place the Mystic Shield has a casting value of 6. If
some cases, you can roll the dice for attacks slain model to one side – it is removed from successfully cast, pick the caster, or a friendly unit
together. The following attack sequence is play. Some warscrolls include abilities that within 18" of the caster and which is visible to
used to make attacks one at a time: allow wounds to be healed. A healed wound them. You can add 1 to all save rolls for the unit
no longer has any effect. You can’t heal you pick until the start of your next hero phase.
1. Hit Roll: Roll a dice. If the roll equals wounds on a model that has been slain.
or beats the attacking weapon’s To Hit THE MOST
characteristic, then it scores a hit and you MORTAL WOUNDS IMPORTANT RULE
must make a wound roll. If not, the attack Some attacks inflict mortal wounds. Do not In a game as detailed and wide-ranging as
fails and the attack sequence ends. make hit, wound or save rolls for a mortal Warhammer Age of Sigmar, there may be
wound – just allocate the wounds to models times when you are not sure exactly how to
2. Wound Roll: Roll a dice. If the roll equals from the target unit as described above. resolve a situation that has come up during
or beats the attacking weapon’s To Wound play. When this happens, have a quick
characteristic, then it causes damage and the COVER chat with your opponent, and apply the
opposing player must make a save roll. If not, If all models in a unit are within or on a terrain solution that makes the most sense to you
the attack fails and the attack sequence ends. feature, you can add 1 to all save rolls for that both (or seems the most fun!). If no single
unit to represent the cover they receive from solution presents itself, both of you should
3. Save Roll: The opposing player rolls a dice, the terrain. This modifier does not apply in the roll a dice, and whoever rolls higher gets to
modifying the roll by the attacking weapon’s combat phase if the unit you are making saves choose what happens. Then you can get on
Rend characteristic. For example, if a weapon for made a charge move in the same turn. with the fighting!

The Call of Chaos echoes across the Mortal Realms and in the grim darkness of the far future.
Two new serialised supplements, and new fiction for Warhammer Age of Sigmar and Warhammer 40,000.

Collect them all and answer the Call of Chaos!

Battleplan: Monolith © Copyright Games Workshop Limited 2015. Battleplan: Monolith, GW, Games Workshop, Warhammer,
Warhammer Age of Sigmar, Battletome, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures,
races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games
Workshop Limited, variably registered around the world. All Rights Reserved.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means,
electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real
people or incidents is purely coincidental.
British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library.
Pictures used for illustrative purposes only.
ISBN: 978-1-78581-538-6
Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them
for use by children under the age of 16 without adult supervision.
Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow
the instructions on the packaging.
Upload date: 12/11/2015

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