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WARHAMMER: QUEST
{GUIDEBOOK
READ THIS FIRSTWELCOME, MORTALS...
ae at eS ee
| Throughout the Mortal Realms the legends ofthe
Silver Tower are tld. In each tale, a disparate band
af champions both good and evil find themselves
fighting through the ever-shifting domain of one
. af the nine Gaunt Summoners of Tzeentch. Some
of these champions work together; others fight only
for themselves. Some seek a boon from the gloating
‘master of the tower, while others wish only to learn
his true name and in so doing gain the power to
. strike him down. No matter their agendas, in the
legends the champions battle side by side as they
navigate the sanity-blasting horrors ofthe Silver
Tower. Foul monsters must be slain. Mind-bending
. riddles must be solved and puzzles completed,
With the threat of death always looming for those
who fail. In these stories, the greatest champions
grow in strength and renown as they overcome
each new challenge, nally bringing the Gaunt
Summoner himself to battle and winning riches,
power and freedom, But ofcourse, for every tale
with such a stirring conclusion, another ends only
in madness and despair.
Warhammer Quest Silver Tower is a board game
for two to four players, who work together
to overcome the Gaunt Summoner’s fiendish
trials, Just like the heroes under your control,
you will need to set aside your differences and
act as a team. Though only one of you may
claim the prize at the end, take heart! Simply
surviving the cruel traps and puzzles you will
encounter should be reward enough.
Your quest will take you through eight trials.
During each you will explore twisting pathways
in the hope of finding the trial’s grand
chamber, where you will have the chance to
claim a fragment of a powerful amulet. Should
you amass enough fragments you will be able
to summon the tower’s daemonic master and
force a final confrontation,
This book will guide you through your first
trial, one step at a time. Gather your fellow
players and prepare to enter the Silver Tower!
PRODUCED BY GAMES WORKSHOP IN NOTTINGHAM
Warhammer Quest Silver Tower © Copyright Games Workshop Limited 2016. Silver Tower, Warhammer Quest, GW. Games Workshop.
‘Warhammer, Warhammer Age of Sigmar, Batleome, Stormcast Eternals, and al associate logos lustraions images, names,
creatures, ace, vehicles, locals, weapons, characters, and the distinctive likenesses there are either @ or TM, andlor © Games
‘Workshop Limited, variably egistered around the world. All Rights Reserved.
mechanical, photocopying, recording or oherse, without the prior permission of the publ
Bee era eee ees be red ec Noyes
Games Workshop, Willow a Lane, Natinghan, NG 2S, UntedKingeom
Printed by 110in China
. ‘ames-werkshop coma =
LEGENDS OF THE
' SILVER TOWER
“Gather now about the fire. Huddle close to its light, for thi
tale. A tale of the Silver Tower.
is a dark and terrible
A labyrinth the Silver Tower was, an impossible fastness of timeless evil. It was a crystalline web,
an insanely complex machine, a puzzle-fortress beyond the scope of mortal minds. It was the lair
of the Gaunt Summoner. Within its ever-shilting pathways that sorcerous daemon ruled with
absolute power.
Nothing brought the Gaunt Summoner greater pleasure than to ensnare mortal champions within.
his web. He delighted in the playing of twisted games, pitting his captives against the tides of fate
and the ingenuity of his trials, Some of his victims were plucked from the ether, snatched while
walking the ways between the realms, Others came to the Silver Tower of their own free will,
finding their way into its chill shadows and glittering mists by way of dark rituals or dire pacts.
Whether trapped, coerced, or lured into the Silver Tower, there was but one way the champions
could leave, They would need to fight their way through fiendish trials, monstrous denizens and
deadly traps to se
eldritch syllables could the daemon be defeated. The victorious champions could either strike their
tormentor down, ot else demand from him a mighty boon. Few were the gifts beyond a Gaunt
¢ the fragments of the Summoner’s true name, Only with the power of these
Summoner's power to bestow, from endless wealth and power to the regard of the gods and the
deepest secrets of reality itself. Whatever their choices, those who returned alive from the Silver
Tower were never the same, and fate rested heavy upon them forevermore.The following
ages teach you how to
play Warhammer Quest Silver
‘Tower. By carrying out each step
as itis described, you can begin your
first trial without having to read all
of the rules first, Of course, some
‘concepts and components maySETTING UP
1. MINIATURES. 2. THE RUNE
Belore your first game you must assemble the miniatures that Whoever wishes to be the
represent the champions seeking their fate in the Silver Tower, first to enter the Silver Tower
the adversaries that stand against them and the bizarre familiars_ becomes the runemarked
of the Gaunt Summoner, as detailed in the assembly guide. player ~ give them the Rune
of Tzeenteh. If you cannot
3. HEROES decide, the player who most
Starting with the runemarked player and going clockwise, each recently won a game of
player chooses one of the six hero cards and places it in front of Warhammer Age of Sigmar has
; the coloured renown markers. A player that chooses the Excelsior _ will change hands later.
Warpriest also takes the Gryph-hound’s card and miniature, while
the Fyreslayer Doomseeker’s player takes the Fyreslayer rune.
The Rune of Toeentch
Renown marker
4, FATE BOARD
Put the fate bos
Put each player's renown marker on the circular
id where the players can reach it.
track, on the space marked with a circle.
5. DICE
Put the five purple destiny dice next to the fate board. Each
player then takes the four hero dice that are the same colour as.
their renown marker. Put any remaining dice to one side ~ they
can be used by any player during the game.6. CARDS 7. CHAMBERS
Shuifle the treasure and skills ‘The double-sided board sections
decks, and put each on its are referred to as chambers.
space on the fate board, Put Each chamber is divided into
the exploration cards to one spaces, each of which can
side for now. If you discard a hold a single miniature. Some
treasure or skill card during. chambers have black-bordered
the game, return it to the spaces, representing obstructions
bottom of its deck, which heroes cannot move or see
through (these are also marked
in red on the exploration cards)
Chambers also have one or more
exits, each marked with a swirling Exit
vortex, Put the chambers to one side for now:
8. PORTALS
Set the portals aside with
the chambers, The following
pages will tell you when to
set them up. Miniatures can
see and move through them
freely. If the rules tell you
to set up a miniature at a
portal, set it up as close to it
as possible
Treasure cards Skill cards
9. INGRESS 10. ADVENTURE BOOK
Find the ingress chamber and _Give the adventure book to whoever is most comfortable reading
set it up in the centre of the aloud. Do not open it until instructed. It is mostly taken up with
table. The runemarked player __ numbered passages which you will be instructed to read, When
sets up their hero next to its this happens, read the passage
hen each other player aloud, follow any instructions
(going clockwise around that you are given and then
(oproasrces ONT 4
OI,
the table) sets up their hero Close the adventure book
anywhere in the chamber.
11. IT BEGINS
The player with the adventure
book reads ‘Starting a Trial’
on the first page out loud
Before you return here, your
POSE dTHE FIRST ROUND
ROUNDS AND DESTINY PHASE
PHASES First comes the destiny phase, The runemarked
A game of Warhammer player takes the destiny dice and rolls them,
Silver Tower plays out across then puts any dice that show a unique number |
a number of rounds, each on the blue spaces of the fate board. Any other
of which follows the same dice (doubles, triples and so on) are discarded.
pattern of four phases: the In later tums, discarded dice might have
Destiny Phase, the Hero consequences ~ see page 19.
Phase, the Adversary Phase
the End Phase. When
Dice Terms
Sometimes, the rules will
use shorthand to refer to the
dice. D6 simply means dice. Ifa
hero suffered 2D6 wounds, you
would roll two dice to see how
many wounds it suffered. To roll
a D3, roll a dice and halve
the result, rounding up.
WartiInG
Instead of taking your
turn, you can choose to
wait. It might be advantageous
to let another player go first, for
example, Players who choose to
wait take their turns after all
the other players have had the
chance to take theirs, in the
same clockwise order
as before, rHERO PHASE
With the destiny phase
complete, the hero phase
begins. Each player takes
a complete turn with their
hero, starting with the
runemarked player and g¢
clockwise around the table.
ng
AHERO’S TURN
The first thing you do in your
turn is make your action roll.
Roll your four hero dice and
put them on the spaces on
your hero card. Over the page
you will learn how to use
them to make actions.ACTIONS
MAKING ACTIONS BASIC AND UNIQUE ACTIONS
Actions let your hero move, There are three basic actions, which any hero can make: Explore
fight and explore, and you (14), Move (1+) and Recuperate (1+*). These are listed on the
make them by spending the back of this book for reference, Each hero also has a number of
hero dice from your action unique actions on their hero card
roll, Each action has a score
in brackets, limiting which ‘The first action that the runemarked player will need to make is
dice you can spend to make Explore (1+), to reveal the first chamber.
it. For example, to make an
action with a score of (4),
F you would need to spend a
dice with a score of 3 or more.
-
ie You can make the same
re action multiple times, but
must end an action before
starting a new one.
When you spend a hero dice
dit by removing it
from your hero card. When
you cannot make any more
actions, your turn ends;
discard any unused hero dice.
Cuoices...
You will often come
across situations where your
instructions are rather vague,
such as the guidelines for setting up
‘adversaries on the next page. The
player following the instruction is
free to interpret it as they wish,
within the constraints that
are set out,EXPLORE (1+) 1. Set up the chamber shown found on the back of the
You can make this action on the card so that one of adventure book. Any
whenever your hero is its exits completely lines up adversaries are set up by
standing at an unexplored with the one in your hero's the runemarked player, as
exit - one which is not chamber. Place any portals close to the centre of the
connected to another in the chamber, as shown chamber as possible.
chamber. After you have on the card.
spent your hero dice, turn 3. Place the exploration
over the top card of the 2, Read the card text and card face-up next to the
exploration deck and follow follow any instructions. chamber, and put the
these steps: Encounter tables are rest of the exploration
deck next to the new
chamber’s exit
ADVERSARIES
There are often different
miniatures for each adversary,
armed with different weapons.
‘The runemarked player can choose
which ones to use when setting
them up, but cannot use a
duplicate miniature unless
that is the only option.ee
MOVE (1+)
When you make this action.
RECUPERATE (1+*)
your hero can move up to |, you can make this
‘as many spaces as the Move a wound (see
value on their hero card. Each ge 18). score of (1+)
space they move into must the first time you use it ina
be adjacent to their current turn, (24) the second time
space. Any spaces that touch (34) the third time and so on.
(including diagonally) are
considered to be adjacent
Heroes that start their action
to an adversary
re pinned, If this
comes up, you can see how to
resolve it on page 19.DESTINY DICE
The destiny dice on the fate
board are effectively extra
hero dice that are shared
between the players. You can
make actions during your
turn by spending the destiny
dice on the blue spaces.
Fate has no favourites, of
course, so do not presume
that you can claim them all if
you take the first turn. Bact
time you spend a destiny
dice, the highest-scoring dice
that is still on a blue space
is locked ~ move it to one of
the two purple spaces. You
cannot use locked dice, but
they return to the blue spaces
at the end of your turn so that
the next player can use them:
The last player to take their
turn in the round does not
lock destiny dice, and can
spend as many of them as
they wish.
Movinc
THROUGH
MINIATURES
Heroes can move through
heroes, and adversaries can
through adversaries, but
space as another hero
or adversary.WEAPON ACTIONS
PICKING ATARGET 4 weapon with Area range
Each hero has a number of Each weapon action has targets each enemy miniature
weapon actions on their hero _a Range, which limits the in the same chamber, Make
card, which you can use to targets you can pick for it an attack roll for each, in an
attack adversaries. After you There are three Ranges: order of your choice.
have spent the hero dice, you
make the weapon action by A weapon with Combat These ranges are summarised
picking a target and making ran on the back of this book for
an attack roll adjacent enemy quick reference
A weapon with Missile range
can target any visible enemy
miniature (see below), but
cannot be used while adjacent
to an enemy miniature
VISIBILITY
If you can trace
a straight line between
the centres of two spaces,
miniatures in those spaces can
see each other as Jong as the
line does not cross throu,
a chamber wall or touch
an obstruction (seeATTACK ROLL
‘Once you have picked a
target, roll the hero dice you
spent to make the weapon
action. If the result is lower
than the weapon action’s
Hit value, the attack misses,
Other
suffers as many wounds as
wise, the adversary
the weapon's Damage value
Put wound markers next to
the adversary to track the
wounds it has suffered. Each
adversary has a Vigour value,
representing its resilience and
defensive skill, and you will
find a summary of these on
the back on this book. If the
wound markers next to an
adversary reach its Vigour
value, itis slain and removed
from the board. Any excess
wounds are ignored.
Wound marker
Three wounds
RENOWN
Each time you slay an
adversary, you gain a point of
renown, Each hero can also
gain renown in a unique way,
as described at the bottom of
their hero card. Whenever
you gain renown, move your
marker one space around
the renown track on the
fate board.
If your renown marker
reaches the starting space
(marked with a circle),
your hero is gifted with the
knowledge of a new skill, as
described on page 20.
Once the runemarked
player has completed their
turn, the player to their left has
a turn, Once al of the players
have had a turn, read on to
see how the adversaries
will react.ADVERSARY PHASE
Once all of the heroes have ADVERSARY ADVERSARY
taken their turn, it is the GROUPS BEHAVIOUR
b their page at the back of one ata time, in an order of
this book and look through their choice. @ @
heroes have
chance for a
below).
respite (see
Respite
If there are no adversaries
on the board at the start of this
mee
phase, the heroes can take a respite
Each player sets up their hero anywhere
i chamber. Then roll a dice and
ber of skill cards that the heroes
have between them. If the result is 9 or more,
there is an ambush (page 19). Otherwise
each player can either rest to heal D3
wounds or search the room by rolling
a dice, On a result of 4 or more,
take a treasure card.
There cannot be
a respite two rounds
ina row. If one would
happen, an unexpected
event occurs instead ~
see the back of the
adventure book.MOVING PINNING TESTS ATTACKING
ADVERSARIES HEROES
If an adversary is adjacent to
Adversaries can move as a hero at the start of its move, The runemarked player
many spaces as the Move it must take a pinning test picks a target, limited by
value shown on their page. The runemarked player rolls the weapon's Range and
Each space they move into a dice; if the score is lower the instructions from the
must be adjacent to their than the adversary’s Agility behaviour table, and then
current one, value, itis pinned and cannot _rolls the number of dice
move that phase. It can still shown by the weapon's Dice
attack or carry out any other value. Each dice that scores
Instructions from the result lower than the weapon's Hit
on the behaviour table value is discarded; any others
hit the target hero.
Unlike adversaries, heroes
have a chance to detlect hits
before they cause wounds.
Roll a dice each time your
hero is hit. If the score is less
than the Save value shown
on your hero card, you suffer
as many wounds as the
weapon's Damage value, as
described on the next page
Otherwise, the hit is ignored.| WOUNDIN GRIEVOUS END PHASE
HEROES WOUNDS After all the adversaries
Each time a hero suffers Ifyour hero suffersa wound have acted, the runemarked
a wound, place a wound but all of their spaces are player passes the Rune of
marker so that it covers one of already covered, they are Tzeentch to the player on
the hero dice spaces on their _ grievously wounded. Remove their left, who becomes the
hero card. When you make them from the board. The runemarked player for the
your action roll, each wound next time there is a respite next round. Later on, distant
marker reduces the number of (page 16), set them up with chambers may vanish in this
spaces are covered, you will current chamber, with four
need to rely on destiny dice! wound markers still on their
hero card.
If your hero heals a wound,
remove a wound marker from
your hero card,
Round
Over
With the End Phase done,
your first round is complete!
A new round now begins
The next page explains some
rules that will come into
play from the second
round onwards,LATER ROUNDS
DESTINY ROLL
When you discard dice
from the destiny roll, there
may be consequences. See
“Consequences of Destiny’ on
the back of this book.
PINNED HEROES
If you wish to move your
hero (either with a Move
action or as part of another
action) and they are adjacent
to an adversary, roll a dice. If
the result is lower than your
hero's Agility value, they
cannot move and the hero
dice is spent, but you can
still make any other parts of
the action,
AMBUSHES,
As heroes progress through
the Silver Tower and draw
the attention of its denizens,
thelr chances for rest grow
ever fewer. If there is an
ambush during
on Encounter Table D. If the
result shows any adversaries,
respite, roll
set them up at the nearest
unexplored exit to the
runemarked player's hero. If
there are no unexplored exits,
set them up at the nearest
portal instead, The adversary
phase then proceeds as
normal, with these new
arrivals attackin
heroes have a chance to react!
before the
More RuLes
The following pages detail
some additional rules which
only come up occasionally.
You can either read them in full
now, or just read the headers so
that you know where to turn
if one of these situations
should arise| GAINING SKILLS MULTIPLE EXITS
When your hero gainsa skill, Ifa chamber has three exits,
draw the top two cards from the path divides and you must
the skills deck, then choose split the exploration deck.
one to discard. Put the other Dealing from the botiom, deal
next to your hero card ‘one card at a time to each of
the exits until they have all
Skills give your hero been distributed, The heroes
additional actions or abilities. now have two different paths
Some of them have extra 10 follow.
' rules which come into play if
your hero has a certain trait
listed at the bottom of their
THE
CURRENT
(CHAMBER
Sometimes, the rules will refer
to the ‘current chamber’. This is
the chamber where the majority
of the heroes are. If the heroes are
spread evenly between multiple
chambers, the one which was
most recently explored is
the current chamber.
FURTHER RULES
DEAD ENDS
Alter exploring a chamber, if
there are no more exploration
card to place at an exit, itis
a dead end and cannot be
explored further. Similarly
if an explored chamber
does not have any other
exis, discard the rest of theVANISHING
CHAMBERS
As the heroes progress
: he path behind them is
swallowed up by the drifting
chambers can vanish from
play at the end of each round.
The current chamber is safe,
as is any chamber connected
to it and any chamber that is
connected to that one. Any
other chambers are cleared
away, and their exploration
cards are moved 10 a discard
pile next to the fate board.
Ifa hero is cleared away.
they are lost in the tower
and grievously wounded (see
page 18).
LEONI DP? a
hij
If any unexplored exits are
cleared away, bring their
exploration decks forward
to the nearest remaining
unexplored exit. If this leaves
multiple decks at a single exit,
combine them together into
one deck by dealing cards
from the bottom of each, one
ata time.
In the unlikely event that a
chamber cannot be placed
after exploring an exit
because other chambers are
in the way, the obstructing
chambers im
as described
with any thRE-
ROLLING
Some rules allow you to
COMPANIONS
re-roll one or more dice. If you
choose to do so, pick up the dice
During the quest, there may come a
time when an unused hero joins the party as
a companion
after rolling it and roll it again. The
second result appli
, even if itis
not as good as the first. Unless
explicitly stated in the rules,
you cannot re-roll a dice
more than once.
The runemarked player takes their
hero card
nd places it next to their own,
Alter each of the other heroes has taken a turn, the
runemarked player takes a turn with the companion. After
making their action roll, they must turn all but on
hero dice to show a score of 1
of their
after all, the companions are
only minor players in this tale.
Companions cannot use destiny dice, gain renown or pick
up treasure. At the end of the round, the companion is
passed to the new run
jarked player along with the
Rune of Tzeentch. If an unexpected event occurs,
or there is a respite, the companion is
removed from play as they slip away.
to seek their own fate.
STUNNED
Some attacks have a Damage
value of ‘Stun’. These stun the target
instead of wounding them,
When an adversary is stunned, place a stun marker
next to it, Adversaries with stun markers do not act in the
adversary phase. Remove any stun markers at the end of the
adversary phase.
When a hero is stunned, place a stun marker on their hero card
instead of a wound marke!
- If there is no space for on
is discarded with no effect - stun attacks can
, the marker
1ot grievously wound
heroes. Stun markers affect your action roll like wound markers, but
you remove them all from your hero card at the end of your turn,
Each time a stunned miniature suffers a wound, flip one of
their stun markers to its wound marker side.LIMITED
ADVERSARIES
If you cannot set up as many
adversaries as instructed for
any reason, for example because
there is not enough room or all
the miniatures are already on the il
THE POWER
OF THE AMULET
If you have any fragments of the amulet, you
can use the power of each once during each trial
to do one of the following:
Heal D3 of your hero's wounds at the start of your tum,
before making your action roll. If your hero is grievously
wounded, set them up in the current chamber before
healing the wounds.
Re-roll any of the dice in your action roll before
making your first action
Re-roll any of the destiny dice, before
discarding any, if you are the
runemarked player,
TREASURES
OF THE TOWER
You can pass treasure cards to
another player before making your
action roll if your heroes are adjacent. You 7 FAILED
can also pass treasure cards to any other 3 QUESTS
player during a respite,
Ifall of the heroes are
Heroes can only carry four treasure cards. grievously wounded at the
same time, or if you reveal the
last exploration card without
finding the grand chamber, the
trial is failed! The heroes will
you only have four, be revived, ready to attempt
the trial again or try a
different one,
If you have more than four treasure
cards at the end of a phase, you
must discard any excess untilThe Adventure Book acts as
your guide as you journey
he Silver Tower. Its
rassages detail the heroes
quest as they encounter
the denizens of this strange
place, and overcome the often
bizarre tasks set for them
by the Gaunt Summoner
and his minions. However,
that is not all the adventure
book contains,
NEW HEROES
The adventure book contains
hero cards for four more
ar miniatures
If you have these
miniatures, you can add
these heroes to your games of
TMDL DTP ued eee seLedis
RA an eho
OTHER ADVENTURES
EXOTIC
ADVERSARIES
‘The adventure book also
contains
rules to include them in your
games if you wish to face
some new challengesTHE ONGOING QUEST
QuestiNG Parties Evoivinc Groups Wartiammer Quest:
The heroes’ progress through The party may change from My HERO
the tower is measured by trial to trial, as heroes join Enhance your
have collected. If you want to not need to use the same hero Warhammer Quest:
play through the game with throughout your quest — but My Hero companion app. Play
multiple groups, you simply it is important to keep track as more heroes, expand your
need to keep track of which of which skills and treasures trove of treasures, unlock
fragments each group has each of the heroes has picked new skills and track your
acquired. Players can change up, as even if another player __progress as you explore the
during the course of a quest; controls them in the next Silver Tower with this handy
if player whose hero has atrial they still start with digital companion,
fragment is not present, give those cards. Note that your
their fragment to another hero is tied to their quest; if
player for the duration of that you start a new quest, you
trial, or until the origina cannot bring their skills and
owner returns treasures along with you!
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tomas YO alTue Knicut-Questor
Borne into war by bolts
of divine lightni
warriors of vengeance, Fach
isa mighty hero, reforged by
the God-King Sigmar into
pst the
a living weapon
powers of Chaos, Armed
and armoured in shining
sigmarite, infused with godly
energies, the Stormcasts
are faster, stronger, more
courageous and more resilient
than even the greatest
mortal. In these warriors
the Slaves to Darkness have
found an enemy unlike
any other, and fall in ever
greater numbers beneath
their flashing blades. Even
the august ranks of
mcast Eternals there
are those whose deeds stand
out as truly remarkable.
Such champions are named
Knights-Questor, and they
have vowed to stand as,
shields between the denizens
of the Mortal Realms and the
depredations of Chaos. It falls
to these heroes to undertake
quests in Sigmar’s
name, They adventure across
the realms and beyond to slay
terrible enemies or recover
arcane artefacts whose
power can turn the tides of
war, Legend has it that it
was just such a search that
brought the Knight-Questor
to the deranged maze of the
Silver TowerTue FyresLayeR
DOoMSEEKER
It is said of the Doomseeker
that his axe scorches the
air with every swing, that
he spits glowing cinders
with every war cry, and the
wrath of the forge burns
in his glare. This fearsome
duardin warrior has runes of
precious ur-gold hammered
into his muscular body
that blaze with enchanted
strength, It is for ingots of
this precious substance that
the Doomsecker quests
During the Age of Myth the
Fyreslayers’ god, Grimnir,
fought a titanic battle that
saw him shattered into
‘countless fragments of
lur-gold. It is these fragments
that the Fyreslayers search for
tirelessly, spreading out from
their original magmaholds
in Aqshy and
the Mortal Realms for any
who would meet their price.
‘These are no dishonourable
mercenaries, but religious
rusatlers whose word is their
bond. Te.them, no reward is
worth having that has not
been fairly earned. So it is
that the Fyreslayers swear
great and binding oaths, and
hold to them at all costs.
Indeed,
led the Doomseeker to forsake
his lodge, and to come at last
tothe Gaunt Summoner’s
unnatural domain.
ighting across
was an oath that
*Tue Exceisior
WArpRIEST
The God-King Sigmar is
a beacon of hope to the
beleagured peoples of the
Mortal Realms, His is a
warlike faith, for so the times
demand, and his priests are
warriors all. The Excelsior
Warpriest is as much a
hammer-wielding crusader
as he is a zealous orator of
's holy word. This
;eous mortal man has
taken up arms to protect
Sigmar’s faithful from Chaos.
Ivis a duty that he intends
to discharge with selfless
determination until his last
breath, and his fervour and
faith do not go unrewarded.
The Warpriest has been gifted
the power to summon forth
the divine light of Sigmar
With this holy radiance he
scours away the abominations
of Chaos, burning their taint
out of existence in a blaze
of light even as he heals the
wounds of his comrades in
battle, Nor doe’ this holy
warrior fight alone, fora
noble Gryph-hound prowls
always at his side. This
faithful beast is brave and
fierce, a fitting companion for
the Excelsior Warpriest, The
Gryph-hound Is ever ready
to battle the corrupt servants
of Chaos, and would give
its life for its master if theTue Darkoatu
(CHIEFTAIN
Not all come to the Silver
Tower to battle the powers
of Chaos. Some, like the
cruelly charismatic Darkoath
Chieftain, seek instead to
win the Dark Gods’ favour
Amidst the all-encompassing
horror of the dominion of
Chaos, only the strong and
he ruthless survive. All
others are soon naught but
bleached bones, ground to
dust beneath the iron heel
of those who serve the Dark
Gods. Only by mighty deeds
can true power be seized
and those who commit the
rise to
greatest atrociti
ands, even
he Darkoath
whole tribes.
Chieftain has set his feet
upon the path to glory. His
every deed is meant to win
the favour of the gods. This
barbarous warrior has slain
mighty rivals, bested g
beasts, and torn down the
enclaves of order and light
wherever he has found
them. Before each victory
he swore a mighty oath to
one or other of the Gods
of Chaos, entreating their
gifts in exchang:
violent tribute. It was this
pad to ascendancy
fon that led the
Darkoath Chieftain to the
Silver Tower, there to claim
the daemon’s boon or die in’
the attemptTre Mistweaver Sain
Veiled behind skeins of
illusion, the Mistweaver
Saih turns her enemies’ own
minds against them, Little
is known of this sinister
figure except that she hails
from Ulgu, the enigmatic
Realm of Shadow. Who
she calls master, who she
considers friend or foe, even
her most basic motivations ~
all of these things remain a
mystery to those who fight at
her side. The only certainty
is that the Mistweaver Saih
is a powerful enchantress,
Drifting amidst a swirling,
sorcerous haze, the Saih
flickers in and out of sight at
mand
paranoia amongst those who
have drawn her ire. En
seek her to no avail, lashing
out blindly with clumsy
will, sowing confu
swipes of their weapons, only
to be struck down by her
insidious powers. Some are
beguiled, stumbling gladly
onto the points of blades:
others claw frantically at their
own flesh, tearing themselves
apart or immolating their
comrades with blasts of
magic as the cruel illusions
of the Mistweaver do their
work. Amidst the carnage
the aelven enchantress
remains disturbingly serene,
the eye at the heart of a
storm of illusory horror and
violent bloodshed,Tue TENEBRAEL SHARD
The threat of death hangs
heavy around the Tenebrael
Shard. Legends tell that he
is a being of darkness and
fear, but beyond this no
two tales are ever truly in
agreement. He is credited
with a bewildering array
of powers. Some say the
Shard can step between the
shadows at will, treading the
interstice between darkness
and light in the blink of an
eye. Others claim he can
cloak himself in gloom,
or transform into living
smoke that flows around his,
enemies’ blades. Snapping
swords with his bare hands
reaching through chests 10
crush beating hearts, even
killing with a
glare ~ al of these terrifying
abilities are attributed by
some to the Tenebrae! Shard,
hile others simply deny his
very existence. Whatever the
truth, the Shard is doubtless a
killer of superlative skill. Fast
beyond belief, supematurally
agile and ominously silent
the Tenebrael Shard closes
tupon his prey as fast as
thought and ends their lives
with ¢allous efficiency
Whether he is an assassin,
a spy, or simply a terrifying
force of nature, none know,
but to stand in the path of
the Tenebrael Shard means
certain deathTue DeNIZENS OF
THE SILVER TOWER
‘The unnatural chambers and
corridors of the Silver Tower
are lair to myriad monstrous
beings. Around any jagged
corner or winding crystal
stair, the Gaunt Summoner’s
captives might encounter
terrifying enemies the likes
of which they have never
ch delights in
! y. and so the
| denizens of the Silver Tower
are as uncountable and
| diverse as the scintillating
| grains of sand upon all the
shores of the Mortal Realms
So vast is their number that
the Gaunt Summoner has
forgotten many altogether,
leaving them to wander the
ae es iareeiaoe
| of strange creatures said
to infest the Silver Tower
would drive a mortal mind
to madness.
Such is the sorcerous power
of the Gaunt Summoner that
he can tear open portals into
any of the Mortal Realms
From Aqshy to Ghyran the
daemon mage plucks up those
who take his fancy. Wild
beasts and sorcerous cults
| are scattered through the
ever-shifting Silver Tower,
there to protect the Gaunt
Summoner’ forbidden secrets
and strange treasuresDaemons there are in
the Silver Tower, great
hosts of Tzcentchian
creatures subservient to the
Gaunt Summoner’s will
Sorcerous babblers, fungoid
changebelchers, swoopwinged
hunters and more infest the
Silver Tower from its roots
Mortal servants of the
‘Changer of Ways lurk there
also, in numbers beyond
count. Stories tell of ogroid
Sorcerers who act as the
high priests of the Gaunt
Summoner’s rule. These
hulking monsters command
the cultists and beast herds
that dwell within the Sliver
Tower, leading them in
rituals and flinging them
into batile for their master’s
fickle amusement.
Not all the denizens of
the tower are there by
the Summoner’s will.
Green-skinned invaders
proliferate in dark corners,
sprouting like fungus and
spinning their webs to
ensnare the unwary that
they might be devoured
Magical beings there are too,
€apricious manifestations
Of the tower itself. These
freakish creatures serve no
master but the Silver Tower
and help or hinder as the
whim takes themTes
A daemon mage of terrible power, the Gaunt
Summoner delights in tricks and torments. He dirties
his hands in battle against only the worthiest foes.
Warptongue Blade = 1 Combat. 2+
Searing Warpfire D6 _— Missile. 34S.
Infernal Flames D3 Area at
Warptongue Blade: If your hero is wounded by a Mercurial Temper: If the Gaunt Summoner has
Warptongue Blade, you cannot use any skill cards six or more wound markers next to him, subtract 2
until the next adversary phase from any rolls on his behaviour table (to a minimum)
Lord of the Tower: The Gaunt Summoner cannot iphone).
be stunned, When he is slain, whichever hero Creature of Change: When the Gaunt Summoner
Janded the killing blow gains D3 renown rather than _is wounded, the attacking hero must discard their
1, and each other hero gains 1 ren
D6
wn. highest remaining hero dice
BEHAVIOUR TABLE
Actions
‘Summon Minions: Set up a Pink Horror at the nearest portal, and replace the Gaunt Summoner
with another, They act this phase, unless Pink Horrors have already acted. Then set up the
‘Summoner in the same chamber, as far as possible from any of the heroes.
Capricious Fury: Remove the Gaunt Summoner from the board, then each player rolls a dice.
Set the Gaunt Summoner up adjacent to the hero whose player rolled the lowest (re-roll ties). The
Gaunt Summoner attacks the hero whose player rolled the lowest with his Warptongue Blade.
‘Mindstorm: The Gaunt Summoner moves as far from the heroes as possible. Then the runemarked,
player rolls two dice, and takes as many stun markers as the highest number rolled. They put one on
their hero card, then pass the rest to the player on their left, who does the same, Continue until they
have all been placed.
Fires of Change: Remove the Gaunt Summoner, then set him up at the portal that is furthest from.
where he was, but is still in the same chamber as a hero. Then he attacks the nearest hero with
Searing Warpfire. If that hero is grievously wounded, their player must discard one of their skills at
random and draw the top card of the skills deck to replace it
Rolling Inferno: The Gaunt Summoner moves so that there are as many heroes in his chamber as
possible. Then he attacks with Infernal Flames.
Master of Fate: Pur al five destiny dice on the Rune of Tzeentch unt the next adversary
phase. They are not rolled in the next destiny phase. Then the Gaunt Summoner attacks with
Infernal Flames,These diminutive,
capricious beings are
physical manifestations
of the raw magical
energies that permeate
the Silver Tower. Their
behaviour is strange,
and their presence can
prove to be a boon to
champions as often
as it is a curse.
Familiars are not adversaries.
They do not move or attack
and cannot be targeted by
attacks. Instead, they affect
the heroes and adversaries as
described on the back of this
book. If there is a respite, any
familiars that have not been
caught flee and are removed.
If your hero ends an action in
the same space as a familiar,
you must try to catch it. Both
you and the player to your left
roll a dice.
If you score lower, the
familiar curses you then.
flees. Remove it from the
board then resolve its bane.
Otherwise, you catch the
familiar. Move it to your hero
card. You can discard it to use
its boon, If the familiar is set
up on the board again before
you use the boon,
move the familiar off your
hero card,
is lost
(é)
This imperious creature is convinced
that he is one of Tzeentch’s vast and
terrifying Lords of Change, Tweak
believes himself all-powerful, and
delights in delivering longwinded
speeches about his evil schemes to
any who will listen. He also enjoys
vexing riddles, threatening t0 lay a
terrible curse upon those who fail 0
‘answer them correctly,
‘The legends say that Slop is, without
exception, the single most annoying
‘reature fo dwell within the Silver
Tower. He might wriggle out from
anywhere, at anytime, his rotten
stench and moronic, high-pitched
ibbering filling the air around him
‘Nome can filo be worked into a
rage by the iio attentions ofthis
wrigling fshbeast.
A walking tome of forbidden lore,
Blot isthe most mercurial of the
familiars. The strange illuminations
«and craving script that cover
his pages flow and change from
‘moment fo moment, the darkest
secrets of creation surfacing like
questing worms before burrowing
back beneath layers of gibberish
‘and ephemera
Pug isa surly and acquisitive litte
inp, Flet of foot and light of finger,
Ihe scurries by hidden ways through
the Silver Tower, snatching up
whatever shiny objects catch his eve.
Anything Pug desires, he sees as his,
‘and more than one mighty warrior
hhas been led on a deeply undignified
‘hase when this burbling litle fiend
grabbed ther treasures and fled.Combining bestial strength and ferocity with dark
occult powers, the Ogroid Thaumaturge is a cunning
and deadly foe.
Brutal Fists 2 Combat 2+ DB
Great Horns 1 Combat 6+ 3
Cloven Hooves 1 Combat 4+ 2
Coruscating Flame D3 Missile 44 __D3.
Overwhelming Power: At the start of the score is less than their hero’s Save, their hero
adversary phase, remove a wound marker suffers a wound and is stunned,
and any stun markers from the Thaumaturge
When it is slain, whichever hero landed the Brutal Rage: Once the Thaumaturge has
killing blow gains D3 renown rather than 1, suffered 9 wounds, itis not slain but becomes
and each other hero gains 1 renown, enraged instead. Remove all wound markers
from next to it, He is slain if he suffers another
Mighty Bulk: The Thaumaturge can move 9 wounds, Until then, roll 1 dice instead of 2 on
through spaces occupied by heroes. Whenever, his behaviour table,
it does, that hero’s player rolls a dice. If the
2D6
12
a
10-12
BEHAVIOUR TABLE
Actions
Bull Charge: The Thaumaturge moves towards the most distant hero he can see, moving through as
many heroes as possible as he moves. Then he attacks the nearest hero with his Great Horns. Add 1 10
the attack roll for each space he moved.
Restial Fury: The Thaumaturge moves towards the nearest hero, then attacks with his Brutal Fists
‘Then, rolla dice. On a 1, 2 or 3 set up that many Tzaangors at the portal closest to the Thaumaturge
‘They act this phase, unless Tzaangors have already acted.
Arcane Assault: If the Thaumaturge is not adjacent to any heroes, he attacks each one that he can
‘with Coruscating Flame, Othe
se wise, he attacks each adjacent hero with his Cloven Hooves.
Fireblast: If the Thaumaturge is not adjacent to any heroes, he attacks the nearest one with
Coruscating Flame, Capering daemons spring from the fire; set up a Pink Horror adjacent to the hero
if they suffered 3 wounds, a Blue Horror if they suffered 2 or a pair of Brimstone Horrors if they
sulfered 1. Otherwise, he attacks each adjacent hero with his Cloven Hooves.
Healing Incantation: Roll a D3: each adversary on the board, including the Thaumaturge, heals that
‘many wounds, Then, if there are no adjacent heroes, the Thaumaturge attacks the nearest one with
Coruscating Flame; otherwise, he attacks each adjacent hero with his Cloven Hooves.
OnisThis cunning invader has breached the tower on
an errand of assassination. By poisoned blade and
shadow magic does he seek to strike down his mark.
Stab-slicer 3 Combat 3+ 1
Bloodblade 1 Combat 3+ D6
Warpstars 1 Missile
Shadowsmoke Bomb 2 _Area
Chosen for the Kill: When the Deathrunner
is set up,
whose player scored the lowest (re-roll ties) is
the Deathrunner’s quarry
each player rolls a dice. The hero
for now.
Deadly Assassin: The Deathrunner cannot
be stunned. When he is slain, whichever hero
landed the killing blow gains D3 renown rather
than 1, and each other hero gains | renown.
The Deed is Done: If the Deathrunner’s
quarry is grievously wounded when you roll on
his behaviour table, add 3 10 the result.
Illusory Twin: Although he has two identical
miniatures, there is only one Deathrunner
- with the uncanny ability to appear in two
places at once. If one of the miniatures is slain
while the other is on the board, roll a dice. On.
a1, 2 or 3 the slain model was the illusion ~ it
is removed, but the hero gains no renown. On a
4, 5 or 6 it was the true Deathrunner, and both
miniatures are removed, If both miniatures
are on the board when the Deathrunner is
activated, randomly determine which of them
is the real Deathrunner and remove the other
along with its wound markers.
BEHAVIOUR TABLE
Assassinate: The Deathrunner moves towards his quarry. He then attacks his quarry with his
Bloodblade, if they are in range; otherwise, he attacks each hero he can see with either his Stab-slicer
arked player can choose the order in which he attacks
Skitterstrike: Set up the Deathrunner’s second miniature as close to the firs as possible, with the
of wounds next to it as the first. The second miniature moves so that its adjacent to as,
D6 Actions
3
‘or Warpstars, whichever is in range. The run
the heroes,
46
same numbe:
many heroes as possible, then attacks each adjacent hero with its Stab-slicer.
*
‘Swift Exit: The Deathrunner attacks with a Shadowsmoke Bomb. It then moves so that it is as far
{as possible from any heroes. Then, it attacks each hero it can see with Warpstars. IFit cannot see any
heroes, it flees into the shadows and is removed from the board,These savage avian beastkin have been warped into
shapes more pleasing to Tzeentch. They fight with
the speed and violence of unbridled change.
Savage Blade
Vicious Beak 1 Combat 4+
‘Tzaangor with Two Blades: Roll 4 dice for ‘Tzaangor with Greataxe: This Tzaangor’s
this Tzaangor’s Savage Blade rather than 2. Savage Blade has a Damage of 2 rather than 1
‘Tzaangor with Shield: This Tzaangor has a Bloodhunger: Each time a Tzaangor inflicts
Vigour of 7 rather than 5. a wound on a hero, it immediately attacks the
D6
24
5-6
same hero with its Vicious Beak,
BEHAVIOUR TABLE
Actions
ch, oF towards the
Bloodfeast: Each Tzaangor moves towards the most wounded hero it can rea
nearest hero if it can’t reach any. Then, each Tzaangor attacks with its Savage Blade if itis in range
Bestial Charge: Fach Tzaangor moves towards the nearest hero, Then, each Tzaangor attacks with its
Savage Blade if tis in range
Challenge the Mighty: Each Tzaangor moves towards the least wounded hero it can reach, or
towards the nearest hero if it can’t reach any. Then, each Tzaangor attacks t
range with its Savage Blade
least wounded hero inGrot Scuttlings infest the Silver Tower's dark depths.
They are wily and tribal, half-arachnid beings whose
poisons and webs are the bane of the unwary.
Stabba Combat
Huntin’ Bow Missile
pea
mts
4+
Grot with Two Stabbas: Roll 4 dice for this Grot with Stabba and Spear: This grot’s
gror’s Stabba rather than 2, It cannot attack Stabba has a Damage of 2 rather than 1. It
. with a Huntin’ Bow. cannot attack with a Huntin’ Bow.
Grot with Stabba and Huntin’ Bow: This Sneaky Opportunists: Whenever a grot
. grot can attack with a Huntin’ Bow as well attacks a hero, add 1 to the attack roll for each
as its Stabba stun marker on their hero card.
D6
12
34
5-6
BEHAVIOUR TABLE
Actions
Web ‘em: Each grot moves towards the nearest hero, Then, roll a dice for each hero. Ifthe result is
higher than the number of adjacent grots then the hero dodges aside: otherwise, they are hit by a web
and stunned. Then each grot attacks the nearest hero with whichever weapon is in range
Huntin’ time: Each grot armed with a Huntin’ Bow attempts to move so that it is not adjacent to any
heroes, but can see at least one of them. Any other grots move towards the nearest hero. Each grot
then attacks the nearest hero with whichever weapon is in range.
Scarper: Roll a dice for each grot, one after the other. If you roll a 6, that grot scuttles off into the
shadows and is removed from the board. Fach time a grot flees, add 1 to the result of any remaining
rolls (to a maximum of 6) ~ once one geot decides it’s time to scarper, a mass panic isn't far off! Then,
each grot that is still on the board attacks the nearest hero with whichever weapon is in rangeDaemons possessed of potent magical powers,
horrors can split and split again when slain, their
mien becoming more spiteful with every division.
Flickering Blade Combat 2/3646 1
Blue Fire 1 Missile sy4vs+ 2
Pink Fire 1 Area j+/teist 1
Pink Horror: When a Pink Horror is slain, Ifa pair of Brimstone Horrors attacks with Pink
e replace it with a Blue Horror, then place Fire, itis removed after the attack is resolved
another Blue Horror as close to it as possible
Ecstatic Duplication: Horrors have three
Blue Horror: When a Blue Horror is slain, values for some of their characteristics: the
replace it with a pair of Brimstone Horrors. first is for Pink Horrors, the second for Blue
Horrors and the third for pairs of Brimstone
Pair of Brimstone Horrors: Heroes gain no Horrors. Treat each type of horror as a separate
renown for slaying a pair of Brimstone Horrors. adversary group.
. gap P
BEHAVIOUR TABLE
f D6 Actions
1-2 Bolts of Azure Flame: Each horror in the group attempts to move so that itis not adjacent to any
heroes, but can see at least one of them, Each horror in the group attacks the nearest hero they can
see with Blue Fire, or with its Flickering Blade if it is sil adjacent.
3-4 Blazing Whirlwind: Each horror in the group moves so that there are as many heroes in its chamber
4s possible. Then each horror in the group attacks with Pink Fie.
5-6 Vicious Capering: Each hortor in the group moves towards the nearest hero, Each horror in
the group then attacks the nearest hero with either Blue Fire or its Flickering Blade, whichever
is in range,Marked by the Changer of Ways for their cunning.
and devotion, these warrior cultists fight with blade,
sorcery and terrifying zeal.
Cursed Blade 2 Combat 4+
Sorcerous Bolt 1 Missile 3+
%
Mighty Blast: If the attack roll fora Sorcerous __Acolyte with Glaive: This acolyte’s Cursed
Bolt is 6, it deals twice as much Damage. Blade has a Damage of 2 rather than 1
Kairic Adept: The Adept’s Sorcerous Bolts Acolyte with Two Blades: Roll 4 dice for this
have a Damage of 2 rather than 1 acolyte’s Cursed Blade rather than 2.
Acolyte with Shield: This acolyte has a
Vigour of 4 rather than 3,
BEHAVIOUR TABLE
D6 Actions
1-2 Draw Their Blood: Fach acolyte moves towards the nearest hero, then attacks them with whichever
weapon is in range. Then, roll a dice and add | to the result for each wound they caused, On a 6 or
more, set up a Pink Horror atthe nearest portal. They will actin this phase unless Pink Horrors have
already acted.
3 Slay the Unbelievers: Fach acolyte attacks the nearest hero with whichever weapon isin range.
Then, each acolyte that did not attack moves towards the nearest hero.
4-5 There Is No Escape: Fach acolyte moves towards the nearest hero, Then, each acolyte attacks the
nearest hero with whichever weapon is in rang
6 Fall Back: If there are twice as many heroes on the board as acolytes, each acolyte moves towards the
nearest portal. An acolyte that ends its move on a portal flees and is removed from play. Each acolyte
still on the board then attacks the
arest hero with whichever weapon is in raREFERENCE
Rounp SEQUENCE | Basic Acrions
1) Destiny Phase: Roll destiny dice, discard duplicates, resolve consequences. | Explore (1+)
2) Hero Phase: Each player takes a turn. The r
Recuperate (1+*)
nemarked player goes frst. | Move (1)
3) Adversary Phase: Runemarked player activates adversary group.
4) End Phase: Pass rune to the left, then distant chambers vanish, * See page 12.
WEAPON RANGES
Combat weapons can target an adjacent miniature.
Missile weapons can target any miniature you can see. You cannot use them while an enemy is adjacent
‘Area weapons target cach enemy in the same chamber. Make an attack roll for each one separately
CONSEQUENCES OF DESTINY
When you discard duplicate dice from the destiny roll, certain results will have a consequence
all the heroes are in the ingress chamber, duplicates are still discarded but these consequences do not apply.
Feast =e,
Oe rene stsced cach hew onl aba and MG er sali ce meatier he
Pcp ey
BBB cachttero can ts draw a shila Then
See
any 2 are discarded snd tere isa her with any ¥sare discarded and any ofthe heroes
Dor tnore case cand, st up Papa close a5 Ihave 2 or more sil cad set up Blo as ose 3s
possible the hero wit Te most sible to he eto wih the mos
Heroes cannot we weasure cords while Heroes cannot se sil cards while Hot
ee ‘gis inthe se chamber ei the sare chamber.
Pus, Blot.
oon: Discord Pog when you draw Boon: Discard sot when you gain a
‘tucasure cao dear to stead ‘Tweak and Shilo driver cards instead of 0.
Slop are the Gaunt
ane: Roll dic foc each of our weasure cards: (Fgura boner’ foraitiars,. YB Bane: Pik one of your sil cas at random nd
“Ona oll oft or2;retorai tothe Dotom Turn it face-down unl your ext espe You.
the deck, ules for how they affect ‘cannot use wine es facedown
the game can be found
‘on page 35 of this
any 4sare discarded ad there poll es star degen
ate any adversaries on the board are thee or more adversates onthe
‘witha Vigourol or more, et ip tard, setup Slop atthe portal thats
‘Tweaks close as pose othe one wih lows he runemrked payer
he highest Vigour
Subtract from the Move values ofall ecoes
Swburat | from any attack ols for eros eer ake
Se Inthe some chamber Tea, Te Be
‘oon: Discand Tweak oer up wo wo dice after oon: Discard Slop during your tun t move up fo 3 spaces
‘ox make an ation olor este without spending dee
‘ane: Your her's Move valu sand thelr Ag
tun the endo he round,
Bane: Discard D3 hero die trom yout hero can. Discard ays
"Sstiny dive foreach hero die you cannot discard
ADVERSARIES’ VIGOUR
Grot Scuttling 2 Brimstone Horrors 1 Skaven Deathrunner 13
Kairie Acolytes 3 (4 witha Shield) Blue Horrors 2* —Ogroid Thaumaturge 9
Teaangors 5 (7 witha Shield) Pink Horrors 4 TheGauntSummoner 9*
ls
rules for when they are slain. See their pages in this book for de
» These adversaries have some additiona