FAQs


Books

BookKindEditionLast update
  Rules Updates
  Rules UpdatesRulebook4December 2025

Core Rules

2.2 Dice

Q:If an ability allows me to re-roll one dice from an XD6 roll (e.g. the Blades of the Hollow King ‘Aurelias’ ability), could I then use a different ability to re-roll the entire XD6 roll?
A:
No.

4.0 Warscrolls

Q:How should I resolve an ability that refers to an enemy’s Control characteristic (e.g. Ushoran’s ‘Shroudcage Fragment’) if the target does not have a Control characteristic (e.g. a manifestation)?
A:
The target is treated as having a Control characteristic of 0.

5.0 Abilities

Q:Some abilities (e.g. ‘All-out Attack’) have a red timing bar. Can these abilities only be used in the combat phase?
A:
No. The words in the timing bar or, in the case of reactions and passive abilities, the specific wording of the ability will let you know exactly when you can use it; the colour is just there as a play aid. If a phase is not specified, the colour indicates the most common phase it is used in or, if it is used in multiple phases equally, the timing bar is black.
Q:Some abilities have a green timing bar. What does this mean?
A:
The green timing bar is used to indicate defensive abilities, many of which can be used in multiple phases.
Q:Are non-passive abilities such as ‘Burning Wyrdflame’ optional to use?
A:
Yes. You must apply the effects of passive abilities and abilities that state that they must be used if it is possible to do so, but all other abilities are optional to use.

5.1 Keywords

Q:In ‘Pick a friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON INFANTRY or CAVALRY unit that has been destroyed to be the target’ (and similar wordings with multiple keywords), does ’CAVALRY unit’ mean just that (i.e. with no other keywords) or does it mean ’friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON CAVALRY unit’?
A:
It means ’friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON CAVALRY unit’.
Q:Where an ability references multiple keywords but has ’non-’ at the start of the sequence of keywords (for example, the Skaven Brood Terror’s Lend a Claw ability which targets ’non-SKRYRE MOULDER’ units’), does this mean the target must not have any of the keywords listed (in this example, the target couldn’t have SKRYRE or MOULDER keywords), or does it mean the target cannot have the first keyword but must have the second (in this example, it cannot have SKRYRE but must have MOULDER)?
A:
The ’non-’ only relates to the keyword it is directly attached to. Therefore, in the example given, the target cannot have the SKRYRE keyword but must have the MOULDER keyword. If the intent were to exclude both keywords, then it would be expressed as ‘non-SKRYRE non-MOULDER’.

5.2 Using Abilities

Q:When resolving the effect of an ability that refers to a Save characteristic of 3+ or better (e.g. the 'Cloying Quagmire' spell), what does 'or better' mean?
A:
It means any Save characteristic with a lower value than 3+, such as 2+, that better protects against incoming damage.
Q:If an ability allows another friendly unit to be picked to use a FIGHT ability immediately after a friendly unit has used a FIGHT ability (for example, the Crypt Haunter Courtier’s 'Knightly Exemplar' ability), does the second unit being activated have to meet the requirements of the Declare step of the FIGHT ability it is using?
A:
Yes. So, for example, if the second unit being activated was using the 'Fight' ability, it would need to be in combat or have charged in the same turn.

5.3 The Rules of One

Q:Are reaction abilities subject to the Rules of One? For example, if a unit has a reaction ability on their warscroll, could they only use it once per phase?
A:
Yes.

7.0 Combat Range

Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.

9.1.1 Setting up Objectives and Terrain Features

Q:If a battleplan instructs you to set up an objective on a corner of the battlefield, should you place the entire 40mm objective marker on the battlefield, or should the centre of the objective marker be on the corner?
A:
The centre of the objective marker should be on the corner.

9.1.2 Territories

Q:If a rule requires that a unit be ‘outside of friendly territory’ or ‘wholly outside of friendly territory’, would a unit that is not on the battlefield (for example a destroyed unit or a unit in reserve) count?
A:
No.

10.1 Universal Deployment Phase Abilities

Q:Can you choose to deploy units that are in a regiment using the ‘Deploy Unit’ ability instead of ‘Deploy Regiment’?
A:
Yes. However, once a unit in a regiment has been deployed in this manner, you can no longer use ‘Deploy Regiment’ to deploy the remaining units in that regiment, since the declare step of that ability specifies that ‘No units in that regiment can have already been deployed.’
Q:Is it mandatory for players to set up a faction terrain feature (if one is included on their roster) during the deployment phase?
A:
No. A player can choose not to use the ‘Deploy Faction Terrain’ ability. However, if both players choose to set up a faction terrain feature, the player who begins deployment must set up their faction terrain features first (as specified in Step 1 of 10.0).

12.0 Start of Battle Round

Q:When determining the active player, how do you determine when a player has ‘finished setting up their army’?
A:
A player has finished setting up their army when all units in their army have been deployed. This means that non-D Deployment Phase abilities (e.g. The Masque’s ‘The Endless Dance’ ability) happen after your army has ‘finished setting up’.

14.3 Charge Phase

Q:When using the 'Charge' ability, does my unit need to end the charge move within ½" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within ½" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds or subtracts to the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.

15.2 Moving Across Terrain

15.4 Flying

Q:If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does Fly allow that unit to move across an enemy unit’s combat range?
A:
Yes.

16.0 Picking Targets

Q:When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models?
A:
No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to.
Q:When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with?
A:
Yes.

17.0 The Attack Sequence

Q:If an ability allows a unit to score critical hits on unmodified rolls of 5+, but that unit needs a 6 to hit (e.g. as a result of subtracting 1 from hit rolls), would unmodified hit rolls of 5 hit the target? If so, would they still trigger any critical hit effects?
A:
Although the hits would count as critical hits, the attacks would not score a successful hit. As the attack sequence ends if an attack fails, effects such as Crit (2 Hits) or Crit (Auto-wound) would have no effect. However, effects that are resolved immediately, such as Crit (Mortal), would still be triggered by those critical hits.

18.3 Slain Models

Q:Do models removed as a result of a unit being out of coherency count as having been slain?
A:
Yes.

19.0 Strike-First and Strike-Last

Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE-LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.

20.0 Weapon Abilities

Q:Can I combine multiple instances of the same weapon ability? For example, if a weapon already has Anti-INFANTRY (+1 Rend) and it can also gain that ability from another source, would it now have +2 Rend against INFANTRY units?
A:
No.
Q:If a weapon has the Companion weapon ability, would it be affected by friendly abilities that grant new weapon abilities or that modify weapon abilities that the weapon already has?
A:
No, unless the ability specifically names the weapon or states that it affects Companion weapons.
Q:Can I make a shooting attack with a weapon with the Shoot in Combat weapon ability if the unit using that weapon is in combat and that unit or the target of that shooting attack is affected by an ability such as the DAUGHTERS OF KHAINE 'Prophecy of Shelter' effect of the Scourge of Ghyran Krethusa the Croneseer’s 'Blood Ritual' ability, which has an effect that results in weapon abilities other than Companion having no effect?
A:
No.

21.0 Healing

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.

24.0 Setting up Units

Q:Can a unit use a MOVE ability and then be affected by an ability which removes them from the battlefield and sets them up again in the same movement phase? For example, could a friendly non-MONSTER STORMCAST ETERNALS unit move to be wholly within 6" of a Stormreach Portal, and then in the same movement phase use the ‘Step Into the Storm’ ability?
A:
Yes. Units cannot use MOVE abilities in the movement phase after being set up on the battlefield that turn, but are able to use MOVE abilities before doing so.

24.2 Replacement Units

Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as 'Rally' to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.

25.0 Guarded Heroes

Q:If an ability allows me to ignore the effects of the 'Guarded Hero' ability when picking targets (e.g. the Warlock Engineer’s 'Sniper- master' ability), would the attacking unit still be affected by the -1 to hit penalty from 'Guarded Hero'?
A:
Yes.

26.0 Random Characteristics

Q:Do you roll a random characteristic roll before or after declaring a RUN ability?
A:
After declaring it and after all reactions are used.

28.0 Advanced Ability Rules

Q:If a rule says to pick a number of units with one keyword or another (e.g. 'Pick up to 3 friendly SKINK INFANTRY or CAVALRY units'), could you pick a combination of units with either keyword, or do all the units you pick need to have the same keyword?
A:
You can mix and match. In the example given, you could pick 1 SKINK INFANTRY unit and 2 SKINK CAVALRY units.
Q:If a persisting effect applies to a unit that is destroyed, and another ability allows that unit to return to the battlefield (e.g. the 'Resurrection' prayer from the Path to Glory: Ascension battlepack), does the persisting effect apply to the returned unit?
A:
No.
Q:If a part of an ability’s effect does not state that you 'can' or 'must' do it, is it mandatory to resolve that part of the effect?
A:
Yes. Any part of an effect that is not optional is mandatory. If you cannot resolve one part of an effect, none of it applies. For instance, if a player picked the WIZARD casting 'The Hand of Gork' to also be the target of the spell, the effect could not be fully resolved – it would be impossible for the target to be removed from the battlefield and set up again wholly within 24" of the caster – and so the spell would have no effect.

28.2 ‘Once Per’ Timings

Q:If an ability that is not on a unit’s warscroll has the 'Once Per Turn', 'Once Per Battle' or 'Once Per Battle Round' timing (without '(Army)' afterwards), can multiple friendly units use that ability in that time period?
A:
It depends on who is using the ability (see the sidebar next to 28.2). If a unit is using the ability (i.e. the declare step specifically says to pick a unit to use it), then each unit could use that ability in that time period. If the player is using the ability (i.e. nothing in the ability specifically says that it is used by a unit), it can only be used once in that time period. Note that picking the target of an ability is not the same as picking a unit to use that ability.

Advanced Rules

Commands, 3.0 Movement Phase Commands

Q:If an ability modifies a run roll, does that ability modify the roll made in the 'Redeploy' ability, since 'Redeploy' has the RUN keyword?
A:
No, named rolls such as run roll are only modified by abilities that specifically call out that type of roll.

Commands, 4.0 Shooting Phase Commands

Q:If a friendly unit is in combat and is armed with a weapon that has Shoot in Combat, can it use the ‘Covering Fire’ command?
A:
No, you can only pick units that are not in combat to use that ability.
Q:If a unit cannot be picked to be the target of shooting attacks (e.g. an Infantry Hero affected by the 'Guarded Hero' ability) but is the closest unit to a friendly unit using the 'Covering Fire' command, do I still have to target that unit?
A:
No, you can only pick units that are not in combat to use that ability.
Q:If a faction terrain feature is closer to a friendly unit using the ‘Covering Fire’ command than any other units, do I have to target that faction terrain feature? Can I choose to?
A:
No to both. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would have to target that terrain feature if it was closest.
Q:If a MANIFESTATION is closer to a friendly unit using the 'Covering Fire' command than any other units, do I have to target that manifestation? Can I choose to?
A:
No to both.

Commands, 8.0 End of Turn Commands

Q:When using the 'Power Through' command, can my models pass through enemy models in the target unit or only through the target unit’s combat range?
A:
Your models can only pass through the target unit’s combat range, unless your unit has FLY or is otherwise allowed to pass through models.
Q:Can faction terrain or manifestations be picked as the target for 'Power Through'?
A:
Yes, if it has a Move characteristic greater than ‘-’.

Terrain, 1.5 Faction Terrain

Q:Are faction terrain features still subject to the restrictions in Core Rules, 5.3 The Rules of One?
A:
Yes.
Q:If an ability requires you to set up a unit more than 9" from all enemy units, could you set up a unit within 9" of a faction terrain feature?
A:
Yes. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would not be able to set up a unit within 9" of a faction terrain feature that has a unit on it.
Q:Are faction terrain features affected by friendly abilities (e.g. those that give units the WARD keyword)?
A:
No.
Q:Can faction terrain features use command abilities?
A:
No, unless that command is on the faction terrain feature’s warscroll.
Q:If an ability or battle tactic requires a unit to be destroyed (e.g. 'The Blood Tithe'), does destroying a faction terrain feature count?
A:
No.
Q:Can a unit placed on a faction terrain feature be picked as the target of enemy abilities (as opposed to the target of attacks)? For example, if I were to pick a Shrine Luminor as the target of the Realmshaper Engine’s 'Power Unleashed' ability, could I pick the hero placed on the Shrine Luminor as a target of that ability?
A:
Yes.
Q:Do I need to use a RETREAT ability to move away from a faction terrain feature that has a Move characteristic of 0"?
A:
No, you can use any MOVE ability. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would have to use a RETREAT ability to move away from a terrain feature that has a unit on it.

Magic

Q:Can units in my army use the example spell and example prayer from the sidebar?
A:
No.

Magic, 1.1 Power Level

Q:If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the 'Witchbane Curse' prayer), which power level does it modify?
A:
If that ability only targets WIZARD or only targets PRIEST, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both.

Magic, 2.0 Spells

Q:Is mortal damage inflicted by a miscast considered to be 'mortal damage inflicted by a SPELL ability' for the purposes of abilities like the Tzeentch effect of the 'Marks of Chaos' ability?
A:
No.

Magic, 7.0 Manifestations

Q:Are manifestations still subject to the restrictions in Core Rules, 5.3 The Rules of One?
A:
Yes.
Q:Are manifestations affected by friendly abilities that would normally affect units (e.g. those that give units the WARD keyword)?
A:
No, except for those permitted in Magic, 7.0, and those that specifically affect manifestations (such as ‘Banish Manifestation’).
Q:Can manifestations use command abilities?
A:
No, unless that command is on the manifestation’s warscroll.
Q:If an ability or battle tactic requires a unit to be destroyed (e.g. 'The Blood Tithe'), does destroying a manifestation count?
A:
No.
Q:Do I need to use a RETREAT ability to move away from a manifestation that has a Move characteristic of 0"?
A:
No, you can use any MOVE ability.
Q:If a manifestation has a Move characteristic that is greater than 0", can it use Move abilities in the movement phase of the same turn in which it was set up?
A:
No.
Q:If a power level 2 or higher wizard miscasts their first spell, could they still use the 'Banish Manifestation' ability in that phase?
A:
Yes. Miscasting only prevents that wizard from using any more spells in that phase.
Q:If a manifestation has multiple parts (e.g. Geminids of Uhl-Gysh) and is in combat, can one part of the manifestation be 'in combat' while the other is not? If one part is in combat can the other part make a pile-in move?
A:
If any part of a manifestation is considered to be in combat, the entire manifestation is considered to be in combat. If one part can pile in, all parts can pile in (but must all pile in towards the same enemy unit as per the rules for piling in).
Q:How does the Prismatic Palisade’s 'Blinding Light' ability interact with picking targets for shooting attacks?
A:
A model in the attacking unit can only make shooting attacks against the target unit if a straight line can be drawn from that model to any model in the target unit without that line crossing the Prismatic Palisade.
Q:Can manifestations use MOVE abilities in the movement phase of the turn they were set up?
A:
No.
Q:Can 'Magical Intervention' be used to use the 'Banish Manifestation' ability after gaining the ability to use 'Banish Manifestation' from a Place of Power.
A:
No.
Q:Are manifestations affected by the 'Obscuring' terrain ability?
A:
No.

Army Composition, 2.2 Armies of Renown

Q:When using an Army of Renown, can I pick a faction terrain feature to include on my roster?
A:
Yes, unless that Army of Renown’s rules specifically state that you cannot include a faction terrain feature.

Army Composition, 3.1 Regiments

Q:If a HERO is able to join another HERO’s regiment (e.g. The Shadow Queen joining Morathi-Khaine or an Assassin joining a Dreadlord on Black Dragon), do they take the place of a non-HERO unit in that regiment?
A:
Yes.
Q:Can I add units from other factions to my HEROregiments?
A:
No. The only way to add units from other factions to your army is by taking an eligible Regiment of Renown.
Q:If a Hero’s regiment options contain multiple excluded keywords (e.g. non-BEAST non-MONSTER), can it include units in its regiment that have only one of those keywords?
A:
No, it cannot include units with any of those keywords.
Q:Can my army include a WARMASTER (e.g. Sigvald, Prince of Slaanesh) in another hero’s regiment?
A:
Yes, but only if your army includes another WARMASTER unit, since your general must lead a regiment, and you must pick a WARMASTER as your general if there are any WARMASTER units in your army.

Army Composition, 3.5 Regiments of Renown

Q:If a Regiment of Renown includes a WIZARD, could that WIZARD cast spells from a universal manifestation lore that was picked for that army?
A:
Yes.
Q:If a Regiment of Renown (e.g. the Coven of Thryx) includes one or more manifestations, do those manifestations replace picking a manifestation lore for my army?
A:
No, they are in addition.
Q:Does a Regiment of Renown require a HERO to lead it?
A:
No. As stated in 3.5, Regiments of Renown are pre-built regiments, so they only include the units stated in their unit summary/organisation section.

Army Composition, 4.1 Enhancements

Q:If an ability allows a unit to gain an enhancement during a battle (for example, the Sons of Behemat ‘More Stuff for me Collection’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement?
A:
No. Enhancements added to your army during a battle do not cost any points.

General’s Handbook 2025-26

Q:Can I complete the same battle tactic multiple times in a battle?
A:
No, unless specified otherwise.

1.0 Battle Tactics Overview

Q:If I have met the conditions to complete a battle tactic can I choose not to complete that tactic at the end of my turn?
A:
No. If the conditions are fulfilled and you have not already scored a battle tactic from that card this turn, you must score that battle tactic.

6.0 Attacking (Shooting and Combat) Commands

Q:If a unit uses 'All-out Attack' in the shooting phase and the combat phase, do I subtract 2 from save rolls for that unit?
A:
No. Persisting effects (see 28.1) count as the effects of passive abilities for their duration, so units cannot be affected by the same persisting effect more than once.
Q:If a unit uses 'All-out Attack' in the shooting phase and the combat phase, do I subtract 2 from save rolls for that unit?
A:
No. Persisting effects (see 28.1) count as the effects of passive abilities for their duration, so units cannot be affected by the same persisting effect more than once.

1.2 Universal Terrain Abilities

Q:While every model in a friendly non-MONSTER unit is within 1" of an Obscuring terrain feature, are they visible to friendly units?
A:
Yes. They are just not visible to enemy units outside of their combat range.
Q:When a HERO uses 'Activate Place of Power' and picks Tap the Ley Lines, can they use both the 'Unbind' ability and the 'Banish Manifestation' ability in the same phase?
A:
No.

1.5 Faction Terrain

Q:If a hero is garrisoning a faction terrain feature, can it still be picked as the target of abilities other than attacks?
A:
Yes.

2.2 Armies of Renown

Q:Can I use Scourge of Ghyran enhancements, lores and battle formations in an Army of Renown?
A:
No.

Battleplan: Creeping Corruption

Q:How does damage inflicted by 'Pulsing Life Energies' interact with The Shadow Queen’s 'Iron Heart of Khaine' ability?
A:
Since the damage is inflicted in the Start of Battle Round timing window, before either player’s turn has started, 'Iron Heart of Khaine' would have no effect on those damage points. In addition, those damage points would not count towards the limit on damage allocation from 'Iron Heart of Khaine' in the next turn.

Battleplan: Roiling Roots

Q:In the Roiling Roots battleplan, if a unit that has STRIKE-LAST because it is contesting an objective that has been picked as the target of the 'Tangling Tendrils' ability, what happens if the models in that unit that are contesting that objective are slain?
A:
The unit only has STRIKE-LAST while any models in that unit are contesting that objective. It loses the STRIKE-LAST effect immediately after all of the models that were contesting that objective have been slain and removed from the battlefield.

Battle Tactics Card 3: Intercept and Recover

Q:If your opponent has picked the Intercept and Recover battle tactic card and they destroy 2 or 3 of your units that are carrying Ghyranite Treasure in the same turn, and then they choose to go first after going second in the previous battle round, can you remove a Ghyranite Treasure that has not been scored yet from a destroyed unit?
A:
Yes.
Q:If both players have the Intercept and Recover battle tactic card, what is the order in which players pick units to be carrying Ghyranite Treasures?
A:
The attacker picks all their units first, then the defender picks all their units.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability. For the rest of the turn, subtract 1 from save rolls for the unit using this ability.

5.4 Passive Abilities
Abilities that have the Passive timing are called passive abilities. Passive abilities are not declared. The effects of passive abilities always apply if the conditions of the ability are met, and they must be applied if it is possible to do so.
5.0 Abilities
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities. This is an example of an ability:


1
Timing
2
Name and description
3
Declare instructions
4
Effect
5
Keywords

Ability icons give you an idea what kind of effect the ability has at a glance.

Movement Ability
Offensive Ability
Defensive Ability
Shooting Ability
Rallying Ability
Special Ability
Control Ability
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
Once Per Turn (Army), End of Any Turn
BURNING WYRDFLAME: The profane flames that spew from the mouths and pointing fingers of the twisted worshippers of Tzeentch are nothing natural. Instead of merely scorching flesh, they cause horrific mutative wounds, causing skin and bones alike to bubble and twist.

Effect: Inflict D3 mortal damage on each BURNING enemy unit, MANIFESTATION and faction terrain feature.
The non-HERO DAEMON INFANTRY and LEGION OF THE FIRST PRINCE keywords are used in the following Slaves to Darkness warscrolls:

Infantry
The non-HERO DAEMON CAVALRY and LEGION OF THE FIRST PRINCE keywords are used in the following Slaves to Darkness warscrolls:

Cavalry

The non-SKRYRE MOULDER keyword is used in the following Skaven warscrolls:

The MOULDER keyword is used in the following Skaven warscrolls:

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The MAGGOTKIN OF NURGLE and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:

• Rotigus
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Your Hero Phase
7
CLOYING QUAGMIRE: The sorcerer thrusts their hands into the soil, causing the ground beneath their enemies to putrefy into a sucking, grasping quagmire.

Declare: Pick a friendly MAGGOTKIN OF NURGLE WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Halve the target’s Move characteristic.
  • If the target’s Save characteristic is 3+ or better, subtract 1 from run rolls and charge rolls for the target.
KEYWORDSSPELL
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
5.3 The Rules of One
  • A unit cannot use more than 1 CORE ability per phase (see 14.0).
  • A unit cannot use the same ability more than once per phase, unless specified otherwise.
  • A unit cannot be affected by the same passive ability more than once at the same time. For example, if a unit is within range of two different terrain features that have the ‘Cover’ passive ability, the effect only applies to it once.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

Deployment Phase
DEPLOY UNIT: Additional forces take to the field.

Declare: Pick a unit from your army roster that has not been deployed to be the target.

Effect: Set up the target unit wholly within friendly territory and more than 9" from enemy territory. After you have done so, it has been deployed.
KEYWORDSDEPLOY
Deployment Phase
DEPLOY REGIMENT: A mighty hero leads their retinue into battle.

Declare: Pick a regiment from your army roster to be the target. No units in that regiment can have already been deployed.

Effect: Keep using DEPLOY abilities without alternating until all units in that regiment have been deployed. You cannot pick units that are not in that regiment as the target of any of those DEPLOY abilities.
KEYWORDSDEPLOY
Deployment Phase
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

Declare: Pick a friendly faction terrain feature that has not been deployed to be the target.

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Passive
SEED OF REBIRTH: Should its bearer ever fall, the seed’s rejuvenating energies will pour into its host to grant them new life.

Effect: If this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (1) this unit. This unit cannot use this ability again for the rest of the battle.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
Passive
QUENCHING THE FLAMES: Those touched by wyrdflame thrash around desperately in an attempt to extinguish the mutagenic fires.

Effect: If an ability would heal or return slain models to a BURNING enemy unit, MANIFESTATION or terrain feature, that ability does not heal or return any slain models to it. Instead, it no longer has the BURNING keyword.

The non-MONSTER STORMCAST ETERNALS keyword is used in the following Stormcast Eternals warscrolls:


and others...
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by models more than 12" from them.

The SKINK and INFANTRY keywords are used in the following Seraphon warscrolls:

• Skinks

The SKINK and CAVALRY keywords are used in the following Seraphon warscrolls:

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

The PRIEST keyword is used in the following Blades of Khorne warscrolls:

Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

The GLOOMSPITE GITZ and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

Your Hero Phase
7
THE HAND OF GORK: A ghostly green hand carries a mob of gitz to where they are needed.

Declare: Pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, pick a visible friendly GLOOMSPITE GITZ unit wholly within 12" of them and not in combat to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again on the battlefield wholly within 24" of the caster and more than 9" from all enemy units.
KEYWORDSSPELL
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that did not use a RUN ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target. You cannot pick MANIFESTATIONS or faction terrain features as the target of this ability.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.
KEYWORDSSHOOT, ATTACK
End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Blood Tithe Abilities
Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

When a model moves, it can pivot and change direction as often as you like, but no part of that model’s base can move a greater total distance than the maximum allowed by the ability used. Models cannot move beyond the edge of the battlefield or through other models, and they can never end a move standing on top of another model (the base counts as part of the model).

A model’s base is assumed to remain parallel with the battlefield as it moves. If a model ends its move on an uneven surface, it must be able to stand up by itself with its base as close to parallel with the battlefield as possible (in other words, models cannot lie flat on the battlefield or lean against terrain to stop them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on the battlefield. No part of that move can be within the combat range of the Liberators, so the Grey Seer has to stay outside the area marked in blue.

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.
Enemy Hero Phase
1
MAGICAL INTERVENTION: A warrior learned in the mystic arts utters a rapid incantation to disrupt the enemy’s plans.

Declare: Pick a friendly WIZARD or PRIEST to use this ability.

Effect: That friendly unit can use a SPELL or PRAYER ability (as appropriate) as if it were your hero phase. If you do so, subtract 1 from casting rolls or chanting rolls made as part of that ability.
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
5.1 Keywords
Some abilities have one or more keywords listed at the bottom of the ability on their keywords bar, e.g. the ‘Shoot’ ability shown above has the CORE, ATTACK and SHOOT keywords. Units also have a keywords bar on their warscroll.

Keywords let you know which abilities can be used or which units can be picked as targets for an ability. For example, the ‘Charge’ ability can only be used by a unit if it did not use an ability with the RUN or RETREAT keyword earlier in the turn. The singular and plural forms of a keyword are synonymous for rules purposes.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

The non-UNIQUE HERO keyword is used in the following Sons of Behemat warscrolls:

Once Per Battle, Deployment Phase
MORE STUFF FOR ME COLLECTION: These gargants are avaricious hoarders who love collecting all kinds of baubles and artefacts – even ones that are too small for them to use.

Declare: Pick a friendly non-UNIQUE SONS OF BEHEMAT HERO that does not have an artefact of power.

Effect: Give that HERO 1 artefact of power from ‘Titanic Trophies’.

Designer’s Note: This artefact of power is given to the unit during the deployment phase, not during army composition.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable, Obscuring
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

Once Per Turn (Army), Start of Any Turn
ACTIVATE PLACE OF POWER: The hero draws on the power of a nearby mythical landmark.

Declare: Pick a friendly HERO within 3" of a Place of Power to use this ability, then pick that Place of Power to be the target.

Effect: Pick 1 of the following effects:
  • Cauterising Pollen: Roll a dice. On a 1, inflict 1 mortal damage on each unit (friendly and enemy) within 6" of any Places of Power. On a 3+, Heal (2) each unit (friendly and enemy) wholly within 6" of the target.
  • Rapid Sprouting: Pick a Ghyranite objective or visible non-FACTION TERRAIN terrain feature within 12" of that HERO and roll a dice. On a 3+, that objective or terrain feature has the ‘Obscuring’ ability (see 1.2) for the rest of the battle.
  • Tap the Ley Lines: For the rest of the turn, if that HERO is not a WIZARD or PRIEST, they can use the ‘Unbind’ or ‘Banish Manifestation’ ability as if they had WIZARD (1).
KEYWORDSCORE
1.5.1 Garrisoning Faction Terrain Features
Some faction terrain features allow you to place another unit on them using an ability on the terrain feature’s warscroll. While a faction terrain feature has another unit on it that was placed there in this way, that terrain feature is garrisoned.

Garrisoned terrain features can use abilities and be affected by enemy abilities, but they cannot be affected by friendly abilities other than CORE abilities, abilities on their warscroll and abilities that specifically affect terrain features. Any time you would measure range or visibility to or from a unit that is on a garrisoned terrain feature (including if that unit is contesting an objective), measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature are not eligible to use FIGHT abilities.

Units cannot move while they are garrisoned on a terrain feature.
4.2 Lores
You can pick 1 spell lore available to your faction. If you do, all WIZARDS in your army with the same faction keyword as your general know all spells from that lore.

You can pick 1 prayer lore available to your faction. If you do, all PRIESTS in your army with the same faction keyword as your general know all prayers from that lore.

You can pick 1 manifestation lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore, and all PRIESTS know all prayers from that lore.
2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
12.0 Start of Battle Round
At the start of each battle round, follow these steps:

1. Determine the Active Player: If it is the first battle round, the player who finished setting up their army first decides who will take the first turn (unless otherwise specified in the battlepack or battleplan).

If it is not the first battle round, the players make a roll-off called the priority roll and the winner decides who will take the first turn. If the roll-off is a tie, the player who took the first turn in the previous battle round decides who will take the first turn in the current battle round.

When it is a player’s turn, regardless of whether they take the first or second turn, they are referred to as the active player.

2. Determine the Underdog: Whichever player has the fewest victory points is the underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog, unless otherwise specified.

3. Start of Battle Round Abilities: The active player can use any
Start of Battle Round
abilities first, then their opponent can do the same.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2026