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All across the Mortal Realms, mighty armies of warriors from the four Grand Alliances fight endless wars of conquest and destruction. In this section you will find sets of allegiance abilities for each of the four Grand Alliances – Order, Chaos, Death and Destruction – and sets of Realm of Battle rules for seven of the Mortal Realms – Aqshy, Chamon, Ghur, Ghyran, Hysh, Shyish and Ulgu.

Using the rules in this section will help bring your battles to life. The Grand Alliance allegiance abilities allow you to field armies that act and fight in the way they are described in the history and background you have read about the Age of Sigmar. For example, armies from the Grand Alliance of Order will stand bravely and carry on fighting in the face of adversity, while Chaos armies will unpredictably lash out with zealous fury. In addition, each Grand Alliance has a set of command traits that reflect the distinctive characteristics of the generals that lead these armies into battle, and a set of rules for the unique magical artefacts that are used by the Grand Alliance’s heroes.

The Realm of Battle rules reflect the ways that the different Mortal Realms affect battles that are fought in them. The magic found in each Mortal Realm allows wizards to cast certain spells that can only be used in that realm, while different regions of each realm can have a profound effect on the battles that are fought there. For example, some regions in Aqshy are filled with smoke and steam, making it hard to see targets unless they are close by, while there are areas of Shyish that are buffeted by deathly winds that can snuff out the life of those that breathe them in.

Finally, the Endless Spells rules allow you to recreate the effects of Nagash’s necroquake on the magical energies of the realms, representing the new permanent and predatory nature of spells cast by all manner of mage and sorcerer in your games.

All these things and more can be included in your games of Warhammer Age of Sigmar. So long as you and your opponent agree, you can include any of these enriching rules sets in any of your games.

 

ALLEGIANCE ABILITIES


Allegiance Abilities: Order

This section describes the allegiance abilities available to an Order army, including battle traits for the army, command traits for its general and the artefacts of power available to its heroes.

COMMAND TRAITS
D6Trait
1Strategic Genius: This mighty battle leader is a master of the art of war, a keen strategist capable of turning the tide of battle with a single action.
At the start of the first battle round, you receive 1 extra command point
2Inspiring: This renowned hero is so celebrated in legend that his mere presence on the battlefield inspires his followers to feats of incredible valour.
Friendly ORDER units do not have to take battleshock tests while they are within 6" of this general. 
3Dauntless: With a mighty bellow the general hurls himself at his enemies, heedless of any obstacle or peril that might come before him.
You can re-roll charge rolls for this general. 
4Tenacious: Tough and robust, this warrior is incredibly hard to kill, fighting on long past injuries which would have felled a normal man.
Add 1 to this general’s Wounds characteristic. 
5Legendary Fighter: The general moves in a blur of speed, his weapon an extension of his arm. With a flurry of blows he forces his foe into submission.
When this general is selected to fight, add 1 to the Attacks characteristic of one of their melee weapons for that fight. 
6Master of Defence: This wise warrior has studied the art of defensive warfare and is almost impossible to hit, parrying and feinting to evade his foe’s attacks.
Each time you allocate a wound or mortal wound to this general, roll a dice. On a 6+ the wound is negated. 

BATTLE TRAIT
Defiant Avengers: The forces of Order are confident of their abilities and are determined to drive the minions of Chaos from the Mortal Realms.
In the battleshock phase, you can re-roll battleshock tests for friendly ORDER units.
ARTEFACTS OF ORDER
D6Artefact
1Quicksilver Potion: This potion is brewed from the liquid metal found in the lakes of Viscid Flux. When drunk before battle commences, it imbues the user with lightning-fast reflexes.
Once per battle, at the start of the combat phase, you can use this potion. If you do so, in that combat phase, the bearer (and its mount, if it has one) fights immediately, instead of fighting later in that combat phase. 
2Obstinate Blade: This enchanted blade is a symbol of supremacy that cleaves through even daemonsteel as if it were gossamer.
Pick one of the bearer’s melee weapons. Improve the Rend characteristic of the weapon by 1. 
3Relic Blade: Some say the Relic Blade is a remnant of the World Before Time. Whether this is true or not, it can part heads from necks with a single swing.
Pick one of the bearer’s melee weapons. Increase the Damage characteristic of that weapon by 1. 
4Hoarfrost: Hoarfrost is all that remains of the enchanted glacier Fjoerdos. Those struck by it find their blood freezing solid in their veins.
Pick one of the bearer’s melee weapons. If an enemy model is allocated any wounds from this weapon and is not slain, subtract 1 from that model’s hit rolls for the rest of the battle. 
5Talisman of Blinding Light: The runes on this amulet’s multifaceted surfaces blaze with the light of Hysh. It emits dazzling arcs of white light that blind those who look upon it.
Once per battle, at the start of the combat phase, you can use this amulet. If you do so, in that combat phase, subtract 1 from hit rolls made for attacks that target the bearer. 
6Phoenix Stone: Phoenix Stones are incredibly rare gems that can be found buried within the blackened granite rock formations of the Brimstone Peninsula. Wearing such a stone against the skin can heal injuries and ward off any disease.
In each hero phase, you can heal 1 wound that has been allocated to the bearer. 

Allegiance Abilities: Chaos

This section describes the allegiance abilities available to a Chaos army, including battle traits for the army, command traits for its general and the artefacts of power available to its heroes.

COMMAND TRAITS
D6Trait
1Dark Avenger: This mighty Chaos battle leader loathes the followers of Order and has vowed to destroy any foolish enough to meet him in battle.
Add 1 to hit rolls for this general’s melee weapons if the target unit has the ORDER keyword. 
2Spiteful Duellist: The enemy’s defences mean nothing to this unrelenting leader, each of his vicious attacks fuelled by the hatred that drives him.
Each time this general is picked to fight, you can re-roll one wound roll for one of their attacks in that fight. 
3Cunning Deceiver: Myriad are the stratagems and ruses known by this corrupt trickster, who weaves the threads of fate to better his own chances of victory.
Roll a dice at the start of each of your hero phases as long as this general has not been slain. On a 5+ you receive 1 extra command point
4Lord of War: This warlord is so feared by those under his command that he can incite them to ever greater acts of barbarism with but a glance.
In your hero phase, pick a friendly CHAOS unit within 3" of this general and roll a dice. On a 4+ you can add 1 to hit rolls for the unit you picked until your next hero phase. 
5Terrifying Presence: Warped and corrupted by Chaos, this foul warrior is horrible to behold, his presence casting a pall of terror over any who venture near.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of this general. 
6Malicious Conqueror: This grim warlord inspires his followers to perform acts of terrible mayhem – woe betide the brave and foolish who stand before him in battle.
Add 1 to Unbridled Malice dice rolls (see battle trait) for units while they are within 12" of this general. 

BATTLE TRAIT
Unbridled Malice: The servants of the Chaos Gods are bloody defilers that corrupt anything in their path. Occasionally, their devotion to the Ruinous Powers will drive them to even greater acts of wanton murder.
When a friendly CHAOS unit is picked to fight, roll a dice if it is within 12" of your general or 3" of a friendly HERO. On a 6+, add 1 to hit rolls for the unit for that fight.
ARTEFACTS OF CHAOS
D6Artefact
1Daemon Weapon: This weapon is possessed by the spirit of a bound daemon. Furious at its imprisonment, the daemon lashes out with magical fury.
Pick one of the bearer’s melee weapons. Each time you roll a wound roll of 6+ for that weapon, that attack inflicts 1 mortal wound in addition to its normal damage. 
2Chaos Runeblade: The blade of this weapon is marked with Chaos runes of damnation that allow the bearer to strike again and again.
Pick one of the bearer’s melee weapons. Increase the Attacks characteristic of that weapon by 1. 
3Beguiling Gem: This rough-hewn gemstone glows with an unnatural light, drawing the attention of those nearby, dulling their wits and mesmerizing them into immobility.
Once per battle, at the start of the combat phase, you can pick one enemy model within 3" of the bearer. Subtract 1 from hit rolls made for that model in that phase. 
4Chaos Talisman: Every Chaos Talisman is marked with the icon of the bearer’s patron god, and carries some of their dark power. Depending on the whim of the gods, the talisman may occasionally protect its wearer from harm.
Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6+, the wound is negated. Add 1 to the roll if the wound was inflicted by a model with the ORDER keyword. 
5Favour of the Gods: The Chaos Gods bestow their blessings upon favoured followers, gifting them with some mark or mutation, and strengthening them with the raw energy of Chaos.
Add 1 to the Wounds characteristic of the bearer. 
6Crown of Conquest: This eight-pointed crown is a mark of the wearer’s total devotion to the Dark Gods. The mere sight of a champion wearing this crown fills the followers of Chaos with frenzied bravado.
Friendly CHAOS units do not have to take battleshock tests while they are within 6" of the bearer. 

Allegiance Abilities: Destruction

This section describes the allegiance abilities available to a Destruction army, including battle traits for the army, command traits for its general and the artefacts of power available to its heroes.

COMMAND TRAITS
D6Trait
1Nothing Left Standing: This tyrant tears down walls and turns forests to splinters in his endless rage. Only ruins and ashes are left in the wake of his rampages.
In your hero phase, pick a terrain feature that is within 6" of this general and at least 5 other friendly DESTRUCTION models. For the rest of the battle, that terrain feature no longer gives cover to models that are in or on it. 
2Might is Right: This commander is renowned for the contemptuous ease with which he cuts down his foes, and will not allow any opponent to damage that reputation.
Add 1 to wound rolls made for this general’s melee weapons
3Wild Fury: Attacking this berserk warrior only increases the fury with which he responds, like a baited animal lashing out with unbridled ferocity.
When this general is picked to fight, pick one of their melee weapons. Add 1 to the Attacks characteristic of that melee weapon for that fight. While 3 or more wounds are allocated to this general, instead add 2 to the Attacks characteristic of that melee weapon for that fight. 
4Bellowing Tyrant: Disobeying the orders of this murderous psychopath is simply not an option. His warriors will overcome any fear they have of the foe to ensure his will is carried out.
In your hero phase, pick a friendly DESTRUCTION unit within 6" of this general. Until your next hero phase, add 1 to charge and run rolls for the unit you picked, and use this general’s Bravery characteristic for the unit instead of its own. 
5Big and Brutish: By any standard, this warlord is a muscle-bound brute, his skin thick like animal hide and his nature so stubborn that any blade capable of piercing it slows him not an iota.
Add 1 to this general’s Wounds characteristic. 
6Ravager: The followers of this maniacal overlord are always eager to attack the foe, needing little or no provocation to charge into battle with weapons brandished.
Add 3 to the Rampaging Destroyers dice roll (see battle trait) for this general instead of 2. 

BATTLE TRAIT
Rampaging Destroyers: Those that owe allegiance to Destruction are always eager to get to grips with their enemies.
In your hero phase, roll a dice for your general and each friendly DESTRUCTION HERO on the battlefield. Add 2 to the roll for the general. On a 6+, pick a friendly DESTRUCTION unit within 6" of the general or HERO being rolled for. That unit can immediately move 6" if it is more than 12" from the enemy, can immediately pile in if it is within 3" of the enemy, or can immediately declare a charge in any other circumstances. It cannot run when it makes the move, but can move, charge or pile in again later in the same turn.
ARTEFACTS OF DESTRUCTION
D6Artefact
1Hammerblade: The Hammerblade is moulded from a massive lump of compressed meteoric iron. When swung down to smash into the ground, devastating energies explode outwards from the point of impact.
Pick one of the bearer’s melee weapons. Instead of attacking normally with that weapon, you can roll a dice for each model within 3" of the bearer (apart from the bearer). On a 5 or 6, 1 mortal wound is inflicted on that model’s unit. 
2Battered Talisman: This once finely wrought jewel is now a dirt-encrusted, chipped remnant of its former glory, but its defensive powers still ward against powerful attacks.
Roll a dice each time you allocate a mortal wound to the bearer. On a 5+, the mortal wound is negated. 
3Rockeye: The bearer of a Rockeye has plucked out one of their own eyes and replaced it with this rough gemstone, which gives them the power of second sight.
In your hero phase, pick an enemy unit within 12" of the bearer. Until your next hero phase, add 1 to hit rolls made for the bearer when they target the unit you picked. 
4Bellowing Blade: This blade seems to empower the wielder in proportion to the volume of insults he shouts at the leaders of the opposing army.
When the bearer is picked to fight, you can re-roll one wound roll for the bearer’s attacks in that fight for each enemy HERO that was within 12" of the bearer when they were picked to fight. 
5Collar of Domination: This studded collar is inscribed with ancient glyphs that have the power to subdue the fiercest monstrous creatures.
At the start of your opponent’s movement phase, pick an enemy MONSTER within 3" of the bearer and roll 2D6. If the roll is equal to or greater than the enemy monster’s Bravery characteristic, it must retreat in that movement phase. 
6Battle Brew: This pungent liquid can rouse the drinker to prodigious feats. If too much is drunk, though, it will quickly rot his innards.
Once per battle, in your hero phase, you can declare that the bearer will take either one or two swigs of Battle Brew. If the bearer takes one swig, add 1 to hit rolls and wound rolls made for the bearer until your next hero phase. If the bearer takes two swigs, add 2 to hit and wound rolls made for the bearer until your next hero phase, but you must allocate D6 mortal wounds to the bearer at the end of the turn in which they drank the brew. 

Allegiance Abilities: Death

This section describes the allegiance abilities available to a Destruction army, including battle traits for the army, command traits for its general and the artefacts of power available to its heroes.

COMMAND TRAITS
D6Trait
1Ruler of the Night: The presence of this dark lord invigorates any minions of Nagash that are nearby, ghostly forms allowing blades to pass right through them and necrotic flesh reknitting in seconds.
Friendly DEATH units are affected by the Deathless Minions battle trait if they are within 12" of this general rather than only 6". 
2Predator of the Shadows: This creature of darkness summons the shadows to conceal him, vanishing into a pool of gloom on even the brightest day.
Add 1 to hit and wound rolls for this general if they are in cover
3Death Incarnate: An avatar of death made flesh, this blighted creature is so terrifying to look upon that it drains the life force from its foes.
In your hero phase, pick an enemy unit within 3" of this general and roll 2D6. If the roll equals or exceeds the enemy unit’s Bravery characteristic, inflict D3 mortal wounds on the unit. 
4Master of the Black Arts: This dark-souled necromancer has studied the arcane arts for millennia and wields the magical energies of the realms with ease.
This general is a WIZARD who knows the Arcane Bolt and Mystic Shield spells. If this general is already a wizard, add 1 to all of their casting and unbinding rolls instead. 
5Red Fury: After this general gets a taste of blood, he is overcome with the thirst for more, pursuing his prey relentlessly until the fatal blow is struck.
The first time this general is picked to fight in each combat phase, roll a dice at the end of that fight. On a 5+ they can immediately fight again. 
6Supernatural Horror: It is almost impossible to remain in the presence of this scalp-tingling creature of horror, even the most stalwart warriors dropping their weapons and running in abject fear when it draws close.
In the battleshock phase, double the number of models that flee from enemy units while they are within 12" of this general. 

BATTLE TRAIT
Deathless Minions: The servants of the rulers of the dead are all but immune to pain, shrugging off wounds that would slay a living creature. This unnatural resilience is bolstered if their lord and master is nearby, making them even more difficult to kill.
Each time you allocate a wound or mortal wound to a friendly DEATH model within 6" of your general or a friendly DEATH HERO, roll a dice. On a 6+ the wound is negated.
ARTEFACTS OF DEATH
D6Artefact
1Cursed Book: Every Cursed Book is filled with the writings of depraved practitioners of the necromantic arts. They radiate an aura of pure evil, which has an enervating effect on living creatures that are nearby.
You and your opponent must subtract 1 from hit rolls made for units within 3" of the bearer, unless the unit has the DEATH keyword. 
2Cloak of Mists and Shadows: At a word of command, the wearer of this cloak can transform their body into a cloud of dark mist that swirls swiftly across the battlefield.
At the start of any combat phase, the bearer can use this cloak. If it does so, remove the bearer from the battlefield, and then set it up anywhere on the battlefield within 12" of its original location and more than 3" from any enemy models. If this is impossible, this model remains in its current location. 
3Blade of Dark Summons: This blade pulses and glows with sinister magic. Its wielder can draw upon this power to summon the minions of Death to the battlefield to fight at their side.
Once per battle, in your hero phase, you can set up a SUMMONABLE DEATH unit wholly within 12" of the bearer and more than 3" from any enemy models, and add it to your army. The models in the unit must have a combined Wounds characteristic of no more than a 2D6 roll. 
4Black Amulet: This maleficent ebony jewel can store necromantic magic and then unleash it on the foe.
Once per battle, in your hero phase, the bearer can use this amulet. If it does so, pick an enemy unit within 12" of the bearer. Inflict a number of mortal wounds equal to the number of the current battle round on the unit you picked. 
5Tomb Blade: This evil weapon steals the life energy of those it slays and uses it to vitalise the undead.
Pick one of the bearer’s melee weapons. For each wound roll of 6+ you make for this weapon, you can heal 1 wound that has been allocated to a friendly DEATH model within 6" of the bearer. 
6Ring of Immortality: If the bearer of this ring is struck down, the ring transports them from danger and restores some of their vitality – but after its power has been spent it becomes little more than a decorative trinket.
The first time the bearer is slain, before removing them from the battlefield, roll a dice. On a 3+ the bearer is not slain and D3 wounds allocated to them are healed (any excess damage is negated). Then, remove the bearer from the battlefield and set them up again within 18" of their original location and more than 3" from any enemy models. 

REALMS OF BATTLE


Realm of Battle: Shyish, the Realm of Death

The following Realm of Battle rules can be used for battles fought in the Mortal Realm of Shyish, also known as the Realm of Death.

REALMSCAPE FEATURES
If a battle takes place in this realm, the player that picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
D6Realmscape Feature
1Barren Moorland: Wastelands of bone and dust stretch as far as the eye can see.
This realmscape feature has no effect on the battle. 
2Life Leeching: The land here can drain the life force from a living being, causing them to suddenly drop dead in their tracks.
At the start of your hero phase, roll a dice. On a 6+, pick an enemy unit. That unit suffers D3 mortal wounds
3The Winds of Death: Swirling zephyrs of deathly energy skitter across this realm, snuffing out the life-force of those whose path it crosses.
At the start of your hero phase, roll a dice. On a 6+, pick an enemy unit, and then roll a dice for each model in it. For each 5+, that unit suffers 1 mortal wound
4Haunted Realm: The buildings and features of these lands are haunted by the restless spirits of those that have died here.
Terrain features have the Sinister scenery rule, in addition to any other scenery rules that they have. 
5Eternal War: Those that fight and die in these lands will be reborn at the next day’s dawn if they acquit themselves with valour.
Add 1 to the Bravery characteristic of all units. 
6Aetherquake Aftershock: As the battle begins, a thunderous aftershock of aetheric energy rolls across this land, filling sorcerers with deathly magical energy.
Add 1 to casting rolls

REALMSPHERE MAGIC
WIZARDS know the following spell in battles fought in this realm, in addition to any other spells that they know.

Pall of Doom
A cloud of terrifying darkness pours forth and engulfs the wizard’s foes.
Pall of Doom has a casting value of 6. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Subtract 2 from the Bravery characteristic of the unit you picked until your next hero phase.

REALM COMMANDS
You can use the following command abilities in battles fought in this realm, in addition to the command abilities that you are normally allowed to use.

Honour the Dead
The dead are honoured by the living ending the lives of their remaining foes.
You can use this command ability at the start of any combat phase. If you do so, pick a friendly unit that is within 3" of a friendly HERO or 12" of your general, and roll a dice. If the dice roll is less than the number of models that have been slain from the unit you picked, you can add 1 to the Attacks characteristic of weapons used by that unit in that combat phase.

Soul-force Sacrifice
Your general can siphon soul-force from their minions to extend their life.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly unit other than your general that is within 3" of your general. Allocate any number of wounds to that unit that you wish – you can heal 1 wound that has been allocated to your general for each wound that you allocate.

Realm of Battle: Aqshy, the Realm of Fire

The following Realm of Battle rules can be used for battles fought in the Mortal Realm of Aqshy, also known as the Realm of Fire.

REALMSCAPE FEATURES
If a battle takes place in this realm, the player that picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
D6Realmscape Feature
1Scorched Landscape: The region is parched and arid, but there are no obvious hazards in view.
This realmscape feature has no effect on the battle. 
2Flaming Missiles: As missiles hurtle through the air they suddenly ignite, burning with magical flames which inflict terrible searing wounds.
Improve the Rend characteristic of missile weapons by 1 while the range from the attacking unit to the target unit is more than 12". 
3Clouds of Smoke and Steam: The battlefield in this region is wreathed in smoke and steam.
A model cannot see another model if a straight line drawn from the centre of its base to the centre of the other model’s base passes across a terrain feature other than open ground and/or hills. 
4Every Step a League: The very moisture in one’s body seems to drain away, and every step taken feels like a league marched in full battle-gear.
If a run roll is 6+, or a charge roll is 10+, then you can either say that the unit will not run or charge after all, or you can move the unit but it suffers D3 mortal wounds immediately after the move is completed. 
5Burning Skies: The skies are wreathed in flames that will burn those that approach too closely.
In the movement phase, if an enemy unit can fly and moves more than 6", roll a dice. On a 4+ the enemy unit suffers 1 mortal wound. On a 6+ it suffers D3 mortal wounds instead. 
6Geysers of Boiling Blood: Scattered across the battlefield are bubbling pools of boiling blood that can erupt into geysers of sanguinary death.
At the start of each of your hero phases, roll a dice. On a 6+, a geyser explodes. If it does so, pick a point on the battlefield and roll a dice for each unit within 6" of that point; on a 4+ that unit suffers D3 mortal wounds. On a 6+ the unit suffers D6 mortal wounds instead. 

REALMSPHERE MAGIC
WIZARDS know the following spell in battles fought in this realm, in addition to any other spells that they know.

Fireball
The wizard claps their hands, conjuring a small orb of flame that they hurl at the foe. As the flame travels through the air it grows in size until it becomes a blazing ball of fire that explodes amongst the ranks of the enemy.
Fireball has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. If the enemy unit consists of one model it suffers 1 mortal wound, if it has two to nine models it suffers D3 mortal wounds, and if it has ten or more models it suffers D6 mortal wounds.

REALM COMMANDS
You can use the following command ability in battles fought in this realm, in addition to the command abilities that you are normally allowed to use.

Firestarter
The parched kindling surrounding a piece of terrain is set alight. In moments, the area is engulfed in flames.
You can use this command ability at the start of your movement phase. If you do so, pick a terrain feature that is within 12" of a friendly HERO and within 3" of another friendly unit, and roll a dice. On a 4+ the terrain feature is set alight. If a terrain feature is set alight, for the rest of the battle, any unit with models in or on it at the end of their movement phase suffers D3 mortal wounds. In addition, a model cannot see another model if a straight line drawn from the centre of its base to the centre of the other model’s base passes across this terrain feature.

Realm of Battle: Chamon, the Realm of Metal

The following Realm of Battle rules can be used for battles fought in the Mortal Realm of Chamon, also known as the Realm of Metal.

REALMSCAPE FEATURES
If a battle takes place in this realm, the player that picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
D6Realmscape Feature
1Metallic Hinterlands: The land ahead is as smooth and featureless as brushed steel.
This realmscape feature has no effect on the battle. 
2Iron Trees: The bark on the trees in this region is made of metal rather than wood.
Worsen the Rend characteristic of a weapon by 1 (to a minimum of ‘-’) if the target has cover from a Citadel Wood or Sylvaneth Wyldwood. 
3Rust Plague: The terrain of this land has been infected with a plague that can cause armour to turn to rust in mere moments.
At the start of your hero phase, roll a dice. On a 6+, pick an enemy unit that is in cover. Subtract 1 from save rolls made for that unit for the rest of the battle. 
4Steel Rain: The cold-grey clouds in the skies above the battlefield can suddenly unleash a hail of steel rain.
At the start of your hero phase, roll a dice. On a 6+, pick an enemy unit that is not in cover. Roll a dice for each model in that unit. Inflict 1 mortal wound for each roll that is less than the unit’s Save characteristic. A Save characteristic of ‘-’ counts as a 6 for the purposes of this rule. 
5Brittle Isles: This region is so cold that weapons may shatter when they strike a target’s armour, making well-protected opponents much more difficult to harm.
Ignore the Rend characteristic of all weapons for the duration of the battle. 
6Irresistible Force: Tzeentch covets the Realm of Metal, and his interference sometimes makes spellcasting more effective, but also more dangerous.
If a casting roll is a double, after re-rolls but before modifiers are applied, it is successful (even if the roll is less than the casting value of the spell being attempted) and the spell cannot be unbound. After the effects of the spell have been carried out, each unit within 3" of the caster suffers 1 mortal wound

REALMSPHERE MAGIC
WIZARDS know the following spell in battles fought in this realm, in addition to any other spells that they know.

Transmutation of Lead
As the wizard gestures at his foes, their weapons and armour become significantly heavier and more cumbersome – twice the burden they were but moments before – making them an easy target for an attack.
Transmutation of Lead has a casting value of 7. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Until your next hero phase, halve the Move characteristic of the unit you picked, rounding up. In addition, if the unit has a Save characteristic of 2+, 3+ or 4+, then until your next hero phase you can re-roll hit rolls of 1 for attacks that target that unit.

REALM COMMANDS
You can use the following command ability in battles fought in this realm, in addition to the command abilities that you are normally allowed to use.

Adapt or Die
Warriors in the Realm of Metal quickly learn to adapt and evolve as the lands shift and meld. A wise general knows to harness this resilience and use it to ensure victory.
You can use this command ability at the start of your hero phase. If you do so, pick a friendly unit within 3" of a friendly HERO or 12" of your general. Until your next hero phase, roll a dice each time you allocate a wound or mortal wound to a model in the unit you picked. On a 6+ the wound is negated.

Realm of Battle: Ghur, the Realm of Beasts

The following Realm of Battle rules can be used for battles fought in the Mortal Realm of Ghur, also known as the Realm of Beasts.

REALMSCAPE FEATURES
If a battle takes place in this realm, the player that picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
D6Realmscape Feature
1Savage Hinterlands: It seems the lands of this region pose no threat, at the moment.
This realmscape feature has no effect on the battle. 
2Hungering Animus: Even the landscapes are possessed of a predatory instinct, using avalanches or ground-quakes to kill their prey.
At the start of your hero phase, roll a dice. On a 6+, pick a point anywhere on the battlefield. Roll a dice for each unit within 6" of that point. On a 4+ the unit being rolled for suffers 1 mortal wound. On a 6+ it suffers D3 mortal wounds instead. 
3Primal Violence: Here every creature is red in tooth and claw, and both predator and prey.
At the end of each combat phase, roll a dice. On a 6+, carry out the combat phase again before moving on to the battleshock phase (do not roll again at the end of the second combat phase to see if a third combat phase takes place). 
4Reckless Aggression: A philosophy of eat or be eaten is needed to survive amidst the wilderness.
Any unit that is within 12" of an enemy unit at the start of their charge phase suffers 1 mortal wound unless they finish that charge phase within 3" of an enemy model. In addition, you can re-roll hit rolls of 1 for units that have made a charge move in the same turn. 
5Beasts of Ghur: This is a realm of predators, an endless hunting ground where the strong survive and the weak are consumed.
Roll off. The winner can set up an additional monstrous beast using the Monstrous Beasts rule on the left. 
6Territory of Beasts: Great migratory trails criss-cross the lands, made by groups of hunting behemoths.
Both players can set up an additional monstrous beast using the Monstrous Beasts rule on the left. 

REALMSPHERE MAGIC
WIZARDS know the following spell in battles fought in this realm, in addition to any other spells that they know.

Wildform
The wizard transforms their allies into swift-moving bestial forms.
Wildform has a casting value of 5. If successfully cast, pick a friendly unit within 12" of the caster that is visible to them. Add 2 to charge and run rolls made for the unit you picked until your next hero phase.

MONSTROUS BEASTS
After set-up, each player can set up a MONSTER that is not a HERO, starting with the player that finished setting up their army first. These monsters are called ‘monstrous beasts’ in the rules that follow. They are not part of either army. A monstrous beast can be set up anywhere on the battlefield that is more than 9" from any other monstrous beasts and more than 9" from models from either army.

Monstrous beasts choose their prey at the start of each battle round. Their prey for that battle round will be the army that has a unit closest to them. For the rest of that battle round, the monstrous beast joins the opposing army. If both armies have a unit equally close to a monstrous beast, roll off to determine who picks the monstrous beast’s prey. Monstrous beasts will not pick each other as their prey.

Note that a monstrous beast’s prey can change each battle round, and monstrous beasts will ‘swap sides’ depending on which army has the closest unit. Also note that a monstrous beast can attack any unit in their prey’s army, not just the closest unit, and cannot itself be attacked or charged by units from the army it has joined.

Realm of Battle: Ghyran, the Realm of Life

The following Realm of Battle rules can be used for battles fought in the Mortal Realm of Ghyran, also known as the Realm of Life.

REALMSCAPE FEATURES
If a battle takes place in this realm, the player that picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
D6Realmscape Feature
1Verdant Landscape: The region is lush and vibrant, and appears to conceal no lurking dangers.
This realmscape feature has no effect on the battle. 
2Spontaneous Growth: The lands of Ghyran burgeon with all forms of life, waiting below the surface to suddenly bloom forth.
At the start of your hero phase, roll a dice. On a 6+, you can set up 1 Wyldwood terrain feature anywhere on the battlefield that is more than 1" from any other models or terrain features. 
3Lifesprings: It is said that bathing in the lifesprings of Ghyran can cure disease and increase vitality.
Before the battle begins, each player picks a HERO from their army. Add 1 to the Wounds characteristic of the heroes that are picked. 
4Hidden Festering Corruption: Once, the varied kingdoms of Ghyran were beautiful to look upon, but Nurgle’s invading legions have turned many into twisted, blighted places.
At the start of your hero phase, roll a dice. Add 1 to the dice roll if your army has allegiance to NURGLE. On a 5+ pick an enemy unit that is within 1" of a terrain feature. The unit you picked suffers 1 mortal wound
5Fecund Quagmire: Hasty progress is all but impossible for those attempting to cross the cloying battlefield of this region.
Models cannot run unless they are able to fly
6Seeds of Hope: Even though much of the Realm of Life has been overrun by Nurgle’s legions, new hope and new life is always ready to emerge.
If a battleshock roll is an unmodified 1, then no models from the unit will flee. In addition, heal all wounds that are currently allocated to that unit. 

REALMSPHERE MAGIC
WIZARDS know the following spell in battles fought in this realm, in addition to any other spells that they know.

Shield of Thorns
At the wizard’s command, crawling brambles burst from the ground, forming a living barrier around his allies.
Shield of Thorns has a casting value of 5. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Until your next hero phase, any enemy unit that finishes a charge move within 3" of the unit you picked suffers D3 mortal wounds.

REALM COMMANDS
You can use the following command ability in battles fought in this realm, in addition to the command abilities that you are normally allowed to use.

Command the Land
In the Realm of Life even the landscape can be bent to your will.
You can use this command ability at the end of your hero phase. If you do so, a friendly HERO can attempt to cast the Shield of Thorns spell (above), even if they are not a WIZARD, and even if the spell has already been attempted in the same hero phase.

If the HERO is a WIZARD, using this command ability allows them to attempt to cast the Shield of Thorns spell in addition to any other spells they have already attempted to cast, and even if the spell has been attempted by either themselves or another WIZARD in the same hero phase.

Realm of Battle: Hysh, the Realm of Light

The following Realm of Battle rules can be used for battles fought in the Mortal Realm of Hysh, also known as the Realm of Light.

REALMSCAPE FEATURES
If a battle takes place in this realm, the player that picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
D6Realmscape Feature
1Gleaming Vista: The plain ahead is clear and illuminated by a radiant light.
This realmscape feature has no effect on the battle. 
2Dazzling Glow: The structures and plant-life of this realm often pulsate with glowing light.
Subtract 1 from hit rolls made for attacks that target units that are in cover
3Speed of Light: The light in this land knows no burden of flesh, and nor do those that receive its blessing.
At the start of your movement phase, roll a dice. On a 6+, you can pick a friendly unit. Remove that unit from the battlefield, and then set up it anywhere on the battlefield that is more than 9" from any enemy models. This counts as that unit’s move for that movement phase. 
4Domain of Symmetry and Purity: This region is suffused with the purest light, unsettling anything created from the raw stuff of Chaos, darkness and disorder.
Subtract 1 from the Bravery characteristic of CHAOS, DESTRUCTION and DEATH units. 
5Wilderness of Broken Dreams: Some regions in Hysh have been cast down by the subtle curse of Chaos or broken by the violence of open war.
Subtract 1 from the Bravery characteristic of ORDER units. 
6Aetheric Beams of Light: The magical energy of Hysh travels the lands and skies as beams of pure yellow-white illumination. Wizards can tap into this energy to create aetherquartz prisms, which will enhance their powers.
In your hero phase, one friendly WIZARD can craft an aetherquartz prism instead of attempting to cast any spells in that phase. If they do so, they can attempt to cast one extra spell in each of their future hero phases, and attempt to unbind one extra spell in each future enemy hero phase. A WIZARD cannot craft more than one aetherquartz prism per battle (though your other wizards can do so in future hero phases). 

REALMSPHERE MAGIC
WIZARDS know the following spell in battles fought in this realm, in addition to any other spells that they know.

Pha’s Protection
The wizard calls upon the beneficent Guardians of Light to protect his allies from harm.
Pha’s Protection has a casting value of 5. If successfully cast, select a friendly unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls made for attacks that target the unit you picked until your next hero phase.

REALM COMMANDS
You can use the following command ability in battles fought in this realm, in addition to the command abilities that you are normally allowed to use.

Strike Quickly
The aetheric particles in this realm enhance the speed and reactions of those that live here. It is possible to harness this power and strike before an opponent is ready to strike back.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly unit within 3" of a friendly HERO or 12" of your general, and within 3" of the enemy. That unit fights immediately, instead of fighting later in that combat phase.

Realm of Battle: Ulgu, the Realm of Shadow

The following Realm of Battle rules can be used for battles fought in the Mortal Realm of Ulgu, also known as the Realm of Shadow.

REALMSCAPE FEATURES
If a battle takes place in this realm, the player that picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
D6Realmscape Feature
1Shrouded Lands: A veil of gloom hangs over this region, but no dangers are apparent.
This realmscape feature has no effect on the battle. 
2Impenetrable Gloom: The lands of Ulgu have neither night nor day, but range from gloom to pitch black depending on region rather than time.
The maximum range of attacks or spells is 6". 
3Perpetual Dusk: Many regions in this realm are places where halflight and half-truth are the best a traveller can wish for.
The maximum range of attacks or spells is 12". 
4Darkly Shaded: In this place shadows stretch preternaturally across the landscape, covering all in shade.
The maximum range of attacks or spells is 18". 
5Shadowed Mansions: This is the domain of secrets and lies, of twisted reason and mind-bending magic.
At the start of your hero phase, pick one friendly unit that is part of a garrison. You can immediately transfer that unit to a different terrain feature that can have a garrison. The unit cannot be transferred to a terrain feature that is garrisoned by an enemy unit, or if doing so would result in the number of models that can garrison the terrain feature being exceeded. Then roll a dice for each model you transfer; on a 1 the model being rolled for becomes lost in the shadows and is slain. 
6Shadow Realms: The edges of the battlefield are shrouded in shadow and lead to a strange nether-world.
At the start of your hero phase, pick one friendly unit that has all of its models within 6" of any edge of the battlefield. You can remove that unit from the battlefield, and then set it up more than 9" from any enemy units, and with all models within 6" of a different edge of the battlefield. Then roll a dice for each model you moved; on a 1 the model being rolled for becomes lost in the shadows and is slain. The unit may not move in the subsequent movement phase

REALMSPHERE MAGIC
WIZARDS know the following spell in battles fought in this realm, in addition to any other spells that they know.

Mystifying Miasma
The wizard creates a numbing fog that causes their foolish foes to listlessly stagger and stumble.
Mystifying Miasma has a casting value of 4. If successfully cast, select a enemy unit within 18" of the caster that is visible to them. That unit cannot run until your next hero phase. In addition, subtract 2 from charge rolls for that unit until your next hero phase.

REALM COMMANDS
You can use the following command ability in battles fought in this realm, in addition to the command abilities that you are normally allowed to use.

Lord of the Shadow Realm
The hidden pathways of this realm offer great strategic opportunities to those who can master them.
You can use this command ability at the start of your hero phase. If you do so, you can use either the Shadowed Mansions or Shadow Realm realmscape feature on the right. In addition, after transferring or setting up the unit in its new location, you do not have to roll to see if any models from the unit become lost in the shadow realms.

Note that if the Shadowed Mansions or Shadow Realm realmscape features apply in your battle, you can use them normally as well as using them with this command ability.

ENDLESS SPELLS

Endless spells are a special type of spell that wizards can use. Casting an endless spell creates a magical construct, represented by an endless spell model, that remains in play until it leaves the battlefield or is unbound. The rules in this section explain how to use endless spells in your games.


Endless Spells

If you have an endless spell model and its warscroll, all WIZARDS in your army know that spell in addition to any other spells they know. We have included the warscroll for the Balewind Vortex endless spell below, which you can use if you have a Balewind Vortex model in your collection. Other endless spell models and the warscrolls for them are available in the Malign Sorcery supplement for Warhammer Age of Sigmar.

Endless Spell Models

Endless spell models are not set up on the battlefield at the start of a game. Instead, when an endless spell is successfully cast and not unbound, the model for the spell is set up on the battlefield. Where and how the endless spell model is set up will be described on its warscroll. If any restrictions make it impossible to set up the endless spell model, the attempt to cast it is unsuccessful. Endless spells have no effect on an army’s allegiance.

Unless noted otherwise, an endless spell model cannot be attacked or affected by spells or abilities; it is treated as a friendly model by all armies for any other rules purposes. An endless spell model cannot be moved unless it is a predatory endless spell (see below).

In order to attempt to cast an endless spell, you must have a model for the spell available that is not already on the battlefield. For example, if you have two Balewind Vortex models in your collection, and both are on the battlefield, you cannot attempt to cast Summon Balewind Vortex again until at least one of them has been removed from the battlefield. A WIZARD cannot attempt to cast more than one endless spell in the same turn (even if they are different endless spells).

Predatory Endless Spells

Many endless spells are immobile, and once cast remain in the same location. However, some can move across the battlefield in search of living prey: these are noted as being predatory endless spells. The following rules apply to predatory endless spells.

Predatory endless spells are moved at the start of each battle round, after the players determine who will have the first turn, but before the first turn begins. The players alternate picking a predatory endless spell to move, starting with the player who has the second turn. A player must pick a predatory endless spell to move if any are available, but only predatory endless spells that have not yet been moved can be chosen. Once all predatory endless spells have been moved, start the first turn of the battle round.

The distance a predatory endless spell can move will be noted on its warscroll. Some predatory endless spells can fly – this too will be noted on the warscroll.

Unlike other models, a predatory endless spell can cross the edge of the battlefield when it is moved. However, if it does so the spell is immediately dispelled (see Removing Endless Spells, below).

The effects and abilities of predatory endless spells are resolved by the player who moved that model for that battle round.

Removing Endless Spells

An endless spell remains in play until it is removed from the battlefield. An endless spell can only be removed from play if:
  1. A WIZARD dispels the endless spell as described below.
  2. The endless spell crosses the edge of the battlefield when it is moved (see Predatory Endless Spells, above).
  3. A method described on the model’s warscroll is used to remove the spell from play.

Unbinding and Dispelling

A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

 
Endless Spell Warscroll

Balewind Vortex

Balewind Vortex is a terrifying sight to behold on the battlefield – a swirling, violently swaying cyclone of fell energies that can be summoned by a wizard and used as a platform from which to more effectively cast their spells.
ABILITIES

Summon Balewind Vortex: Summon Balewind Vortex has a casting value of 6. WIZARDS with a Wounds characteristic of 9 or more, that are part of a unit of two or more models, or that are already on a Balewind Vortex, cannot attempt to cast this spell. If successfully cast, set up a Balewind Vortex model within 1" of the caster and more than 3" from any enemy models, and then place the caster on the upper platform.

As long as the Balewind Vortex remains on the battlefield, the caster and the Balewind Vortex are treated as being a single model from the caster’s army that uses the caster’s warscroll as well as the Endless Spells rules. It is treated as an enemy model by the opposing player’s army.

A WIZARD on a Balewind Vortex can attempt to cast an additional spell in each of their hero phases (including the turn in which the Summon Balewind Vortex spell was cast), and you can add 6" to the range of any spells that the wizard casts. A wizard on a Balewind Vortex cannot move. Add 1 to save rolls for a wizard on a Balewind Vortex.

If a WIZARD on a Balewind Vortex attempts to dispel it, the attempt is automatically successful (do not roll any dice). This uses up the additional spell that the wizard would have received in that hero phase, and still counts as the single attempt they can make to dispel an endless spell this hero phase, but allows them to use any remaining spell casting attempts normally.

If the wizard on the Balewind Vortex is slain, then the Balewind Vortex is immediately dispelled and removed from play along with the slain wizard.

If a Balewind Vortex is dispelled and the wizard on it has not been slain, set up the wizard wholly within 6" of the Balewind Vortex and more than 3" from any enemy models, and then remove the Balewind Vortex model from play. If it is impossible to set up the wizard, then the wizard is slain.

KEYWORDS
ENDLESS SPELL, BALEWIND VORTEX
Battle Traits
An army that shares common goals and ideals is much deadlier than a ragtag force of unlikely allies. To represent this, armies that share the same allegiance often benefit from powerful additional abilities called battle traits.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6 etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers to the roll (if any) are applied. Rules that refer to the result of an ‘unmodified’ dice roll are referring to the result after any re-rolls but before any modifiers are applied.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
© Vyacheslav Maltsev 2013-2019