WARCRY - Core Book [ENG].pdf
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CONTENTS
CONTENTS
GLORY OR DEATH
................2
The Eightpoints...................................4
Call of the Everchosen
.......................6
The Killing Grounds...........................8
The Bloodwind Spoil........................10
Iron Golem
........................................12
Untamed Beasts
................................13
Corvus Cabal.....................................14
Cypher Lords.....................................15
The Unmade
......................................16
The Splintered Fang..........................17
Scions of the Flame
..........................18
Spire Tyrants
.....................................19
Untold Dangers.................................20
Raiders of the Spoil
..........................22
Runemarks
........................................50
The Bottle Heist
..............................116
A Bounty of Souls...........................118
Seekers of the Chalice
....................120
A Proper Scrap................................122
Traitor’s Fate
....................................124
The Stolen Totem
............................126
Spoils of Victory
.............................128
OPEN PLAY
............................52
Coalition of Death............................53
Triumph & Treachery
......................56
NARRATIVE PLAY
...............62
Campaigns.........................................63
Aftermath Sequence.........................66
BACKGROUND TABLES
...134
Iron Golem
......................................135
Untamed Beasts
..............................136
Corvus Cabal...................................137
Cypher Lords...................................138
The Unmade
....................................139
Splintered Fang
...............................140
Scions of the Flame
........................141
Spire Tyrants
...................................142
Nighthaunt
......................................143
Stormcast Eternals..........................144
Legions of Nagash
..........................145
Gloomspite Gitz..............................146
Idoneth Deepkin.............................147
Flesh-eater Courts
..........................148
Ironjawz
...........................................149
Daughters of Khaine
......................150
Bonesplitterz
...................................151
Battleplan Generator
......................152
Warband Roster
..............................160
Tournament Roster
........................161
MATCHED PLAY
..................72
Pitched Battles...................................73
Tournaments
.....................................78
CAMPAIGN SECTION.........80
Conquer the Forge............................82
Cursed Metal.....................................84
The Hunt for Firescar.......................86
Tooth and Claw.................................88
War of Talons
....................................90
The Hunger of Isiphus......................92
Spy in the House
of Talons.............................................94
Cold Vengeance
................................96
Path of the
Flayed Prince.....................................98
Song of Suffering
............................100
Nagendra’s Gullet............................102
Venom of the Gods
........................104
Tide of Fire
......................................106
Making Your Name
........................108
The Bells of
Lost Velorum
...................................110
The Hidden Vault
...........................112
The Stolen Tome
.............................114
SEEKERS OF POWER...........24
PLAYING WARCRY
..............32
CORE RULES
.........................33
Fight and Ability Cards....................34
General Rules
....................................35
Setting Up a Battle
............................36
The Battle Round
..............................38
Abilities
..............................................40
Move Actions
....................................41
Attack Actions...................................44
Disengage Actions
............................45
Wait Actions
......................................45
Terrain
................................................46
Chaotic Beasts...................................48
Thralls
................................................49
DESIGNED BY GAMES WORKSHOP IN NOTTINGHAM
Warhammer Age of Sigmar: Warcry Core Book © Copyright Games Workshop Limited 2019. Warhammer Age of Sigmar: Warcry Core Book, Warcry, GW, Games Workshop,
Warhammer, 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.
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.
ISBN: 978-1-78826-535-5
Games Workshop Limited, Willow Road, Nottingham, NG7 2WS, United Kingdom
games-workshop.com
T
he death throes of a world gave rise to the Mortal Realms. Magic
clashed with the fearsome power of creation, and strange new lands
were birthed, each home to both gods and men. In his arrogance,
Sigmar claimed dominion over these realms. By his will, glittering empires
rose across the lands and mortals and deities alike bowed before his
lofty throne. For a time the God-King allowed himself to believe that his
ancient foes, the Chaos Gods, had finally b een defeated.
But as long as d ark ne ss dwells in the he ar t s of mor t a l s , t hes e primordial
b eings exist eter na l ly, and slowly t heir i n flu e n c e s e ep e d into the realms.
The way was first opened by the m an i a c a l, the greedy and the proud –
thos e so blind to t heir own fl aws or un happy wit h t heir lot in life they
tur ne d to the d arkest of s olut ions. The fell b eings they prayed to forced
cracks in re a l it y so wide that a r ising tide of anarchy and st r ife swept
t h rou g h to drown c ou nt l e s s c i v i l i s at i on s .
His g lor ious utopia c ol l ap s i ng around him, Sig mar tur ne d his back on
his fl o ck and ret re ate d to the R e a lm of Heavens, Azyr, seat of his power.
In doing so he condemne d thos e mor t a ls left b ehind to a fate worse
t han de at h. The weak were butchere d, tor mented or ensl ave d; the strong
took the proffered g i ft s of the Dark Go ds and f reed t he ms elve s from the
sha ck l e s of Order. As the rest of the Mor t a l R e a l ms entered an age of
ter r ible d ar k n e s s , t hes e w ar r i ors found that t heir new patrons would not
abandon them as Sig mar had done. Inste ad they offered l i m it l e ss power
and i n flu e n c e to thos e who had the w i l l to cl aim them.
C e ntu r i e s later, the God-King’s ar mies have re tu r ne d to the re a l ms , a
he avenly host sent to recover all that was lost dur ing the Age of Chaos.
They pro cl aim that t his is the Age of Sigmar, and that worshipp ers of the
Dark Go ds w i l l be put to the sword, t heir e v i l b an ishe d from the Mortal
R e a l ms . Those sworn to Chaos laugh at such delusion – to be acc us e d of
t re as on by thos e who so re adi ly fors o ok them seems a fine joke indeed.
Swollen wit h fell power and march i ng a longside legions of daemonic
ab om i nat i ons , they bring war to the s e r v ant s of the God-King.
Sig mar offers not hing but lies and doomed ambit ion. Only in the
worship of the Dark Go ds can a mor t a l soul t r u ly as cend to g re at ne ss .
G L O R Y O R D E AT H
GLORY OR
DEATH
Welcome to the Bloodwind Spoil, a Chaos-twisted wasteland
that stretches out before the Varanspire’s fortified walls
like an open wound. There is no law here beyond that of the
drawn blade, and not an ounce of honour or mercy to be
found. There is only a brutal struggle for existence, in which
the mightiest flourish and ravening predators grow fat upon
the corpses of the weak. The very land itself seeks to prey
upon the lost souls who venture here; bubbling swamps of
malformed flesh swallow unwary travellers, vampiric choke-
vines drag them screaming into darkness, and floating polyps
of crystal drain both soul and blood away in an agonising
The call of the Everchosen echoes out across the Mortal Realms, and the greatest champions of the Dark Gods stand
ready to answer. Warbands from far and wide make the deadly pilgrimage to the Eightpoints, the domain of Archaon,
Exalted Grand Marshal of the Apocalypse. There they must brave a gauntlet of rival gangs, ravenous beasts and a
bleak and unforgiving wilderness if they are to reach the gates of the Varanspire and claim their rightful place at the
Everchosen’s side.
moment. Amidst these deadly environments, bands of killers
duel, fighting an endless, desperate battle to prove their
superiority and power to mighty Archaon by butchering their
rivals and raising their foul totems across the land. Only the
most ferocious amongst them will triumph, and perhaps be
honoured with a place in the Everchosen’s iron legions, to
fight in his ceaseless crusades against the Mortal Realms.
Warcry is a game of bloody skirmish combat, in which you
control a warband of vicious killers as they reave their way
across the Bloodwind Spoil. Time-worn ruins and blasted
Sheer, unrelenting hatred marks the conflict b e t w een the Iron G olems and the Untamed Beasts.
These two wildl y different cultures both worship the power of Chaos, but this shared belief will not
pre vent them tearing one another apart in a quest for power and i n fl u en ce.
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wastes play host to furious lightning-swift engagements,
blade-wielding fiends howl and leap from the shadows to fall
upon their prey, armoured giants wade into battle swinging
warhammers with bone-breaking force, and eerily silent
assassins open throats and bellies with casual precision.
The nature of these engagements can be as varied as the
warbands who fight them. Perhaps your warriors seek to cut
the head from a rival tribe by slaying their leader, or maybe
they require new and deadlier weapons, which they plan to
strip from the corpses of their foes. In these running battles,
cunning, cruelty and bold action will win the day, though
one can never trust the deadly and mercurial landscapes of
the Eightpoints. The rules of Warcry allow you to simulate
the hostile conditions of this island domain, from scalding
storms of boiling blood to freezing blizzards and stampedes
of vicious predators.
No matter which warband you choose to command, each of
your warriors will earn experience and prestige for each foe
they cut down, equipping themselves with looted weapons
and wargear, and learning special skills that will make
them all the more formidable in combat. As a warband’s
power grows, so to does their territory and their infamous
reputation. In time, perhaps, word of their deeds might reach
the ear of Archaon the Everchosen himself.
Within this book you will read of several of the deadliest and
most feared warbands to haunt the wilds of the Eightpoints.
Each of these cultures is devoted to Chaos and the Dark
Gods, but each expresses their worship in a unique manner
shaped by the dreadful lands from which they hail. Featured
within are unique narrative campaigns that exemplify
their culture and way of war. These campaigns detail your
warband’s rise from minor players to powerful warlords,
and each offers a unique reward to grant to your fiercest
champion or favoured cut-throat. It is not solely those
devoted to the Ruinous Powers who find themselves battling
across the Eightpoints; included within are campaigns for
several other factions from each Grand Alliance, including
hard-bitten Stormcast Eternals, belligerent Ironjawz and
many more. Choose your allegiance, and dominate the
Bloodwind Spoil in the name of the gods!
YOUR J O U R N E Y C O N T I N U E S …
The jaw-dropping expanse of the Eight Realms is all but limitless, and so are the
oppor tunities for exciting games of Warhammer Age of Sigmar.
The Warhammer Age of Sigmar Core Book is your
in-depth guide to this fantastical setting. As well
as a full and detailed history of the Mortal Realms,
from the legendary tales of the Age of Myth to the
triumphant crusades of the Stormcast Eternals,
you will find a detailed overview of several of the
most heavily contested realms. Included within
are introductions to each of the Grand Alliances
battling across these magical lands, from the tireless
legions of Death to the rampaging, howling hordes of
Destruction.
Exciting narrative sections, breathtaking world-
building and detailed timelines – along with a
showcase section presenting beautifully painted
Citadel Miniatures in all their glory – will offer
plenty of inspiration for your own hobby collection.
Of course, within the pages of the Core Book you
will also find the full core rules for the Warhammer
Age of Sigmar tabletop game, laying out each stage
of a battle in intuitive and easy-to-follow stages.
Whether you wish to take on your friends in a
balanced competitive match, or prefer to simulate
a mythic encounter between fantastical armies
in the form of a narrative campaign, this weighty
tome provides everything you needto lead your
mighty army into battle!
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