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AoS Missions

Sand and Bone

The Sand and Bone battleplan with its twist decks, terrain, objectives and reinforcements.

1.0 Spearhead Armies

To 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 can find the Core Rules in the Core Documents section of the App.

You don't need the Advanced rules to use this battlepack.

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 4 different Spearhead armies under the relevant Faction headers in the Reference Section.

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.

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 'Castelite Formation' battle trait enables the Cities of Sigmar to stand firm against the horrors of the Mortal Realms, while the 'Relentless Discipline' battle trait grants Ossiarch Bonereaper constructs peerless battlefield precision even in the most extreme conditions.

Every Spearhead army has a choice of 2 regiment abilities, each of which provides the army with a different strength in battle.

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.

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 specifically with Spearhead and cannot be used with other battlepacks.

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. The realm battlefield in this battlepack is set in Shyish. One of its sides represents Dolorum, the domain of Olynder, the Mortarch of Grief; the other other side represents Ossia, part of the empire ruled by Katakros, Mortarch of the Necropolis.

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).

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.

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 battleplan for the Sand and Bone realm battlefield in the Battleplan section.

4.0 Terrain

In every Sand and Bone Spearhead battle, the armies fight around 2 large terrain features and 2 small terrain features. A mystical terrain feature may also be present.

Before the armies are deployed, each player will set up 1 large terrain feature and 1 small terrain feature wholly within their territory and 1 mystical terrain feature may also be set up.

Each terrain feature has certain passive abilities depending on its type:

Large Terrain Feature: Cover, Obscuring, Unstable
Small Terrain Feature: Cover, Unstable
Large Mystical Terrain: Unholy, Unstable, Cover
Small Mystical Terrain: Inspiring, Unstable, Cover

When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on a model in the target unit’s base without that line passing over a terrain feature, the target unit is considered to be behind a terrain feature for that attack.

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.

A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword.

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.

While this terrain feature is on the battlefield, the players can use the 'Unholy Draught' ability.

Unholy Draught

Once Per Turn (Army), Any Combat Phase

Declare

Pick a friendly unit within 6" of a Crypt of Blood terrain feature to be the target.

Effect

Roll a dice. Add 1 to the roll if you are the underdog. On a 4+, add 1 to hit rolls for the target's combat attacks for the rest of the turn. Otherwise, inflict D3 mortal damage on the target.

While this terrain feature is on the battlefield, the players can use the 'Veiled Promises' ability.

Veiled Promises

Once Per Turn (Army), End of Any Turn

Declare

Pick a friendly unit within 6" of an Icon of Nulahmia terrain feature to be the target.

Effect

Roll a dice. Add 1 to the roll if you are the underdog. On a 4+, add 3 to the target's control score for the rest of the turn. Otherwise, subtract 3 from the target's control score for the rest of the turn.

Crypt of Blood (Large Mystical Terrain Feature)

Icon of Nulahmia (Small Mystical Terrain Feature)

Small Wall (Small Terrain Feature)

Large Fence (Large Terrain Feature)

Small Fence (Small Terrain Feature)

Large Wall (Large Terrain Feature)

5.0 Objectives

In Spearhead battles, objectives are printed on the surface of each realm battlefield (the objective is the whole circle, not just the symbol in the centre). Some objectives are different sizes to others.

In Spearhead battles, while a model is on an objective (wholly or partially), it is contesting it.

6.0 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

Once Per Turn, Your Movement Phase

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 battlefield edge and not in combat.

Each REINFORCEMENTS unit can only be replaced once. Replacement units cannot themselves be replaced.

Keywords: Core

Units with the REINFORCEMENTS keyword have this icon in the top-right corner of their warscrolls for ease of use.

Battleplan: Sand and Bone

Darkness falls over Shyish, but there is power and influence for the taking in these benighted lands for those with the courage to seek it. Within spectral hollows and the haunted ruins of dead cities, there are ancient sites of power, dread temples dedicated to the Mortarchs of Nagash. As every faction sends forth desperate bands of warriors to secure these unholy sites, explorers should tread warily. The whispers from the mausoleum and the gravesite may yield great reward for the bold but also tremendous danger...

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: Dolorum (the green side) or Ossia (the purple side).

4. The defender picks 1 of the deployment maps on the right and chooses which territory belongs to which player. Then, if you are fighting on the Ossia realm battlefield, set up a Crypt of Blood terrain feature in the middle of the battlefield.

5. The defender picks Terrain Group A or B (see below), then sets it up. Then, the attacker takes the other Terrain Group and sets that up. Each terrain feature must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on top of the objectives (either wholly or partially).

TERRAIN GROUP A: Large Wall, Small Fence

TERRAIN GROUP B: Small Wall, Large Fence

Do not deploy armies as described in the Core Rules. Instead, the attacker sets up all the 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.

The battle lasts for 4 battle rounds.

Preparing the Spearhead Deck 

This battle uses the Sand and Bone 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 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 Initiative

If 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.

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.

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.

Errata

The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions.

In ‘Monument of Living Bone’, change the effect to: ‘The target is also treated as an objective for the rest of the turn.’

In the Dolorum twist ‘Survivor’s Grief’, replace: 
‘Each player scores 1 victory point at the end of their turn for each friendly unit that is destroyed or that is a replacement unit.’
With:
‘Each player scores 1 victory point at the end of their turn for each friendly unit from their Spearhead that has either been destroyed or replaced this battle, not including replacement units.’

In step 4 of the Pre-battle Sequence, replace:
‘Then they set up the mystical terrain for that realm battlefield as shown on the deployment maps, if any.’
With:
‘Then, if you are fighting on the Ossia realm battlefield, set up a Crypt of Blood terrain feature in the middle of the battlefield.’

Add the following:
‘When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on a model in the target unit’s base without that line passing over a terrain feature, the target unit is considered to be behind a terrain feature for that attack.’