In the Mortal Realms, armies come in all shapes and sizes, each with their unique strengths and weaknesses. To truly test a general’s mettle as a commander, there needs to be a level playing field that accounts for the variety of forces abroad in the Age of Sigmar. This is the goal of matched play.


FAQ

 Q: If the answer to the previous is ‘No’, how do units that have battlefield roles that are added to your army during a battle work with the Pitched Battle (2020) battleplans?
A:
These units are added to your army after you have picked your army using the Pitched Battles rules and therefore do not count toward the maximum number of battlefield roles that can be taken in a Pitched Battle army. This means that any units that are added to your army during a battle do not gain the battlefield roles listed on their Pitched Battle profile.
 Q: Can a friendly unit with a ‘Battleline if’ condition in its Pitched Battle profile lose its battlefield role if that condition is no longer met during a battle – for example, if a unit of Orruk Ardboys that was taken as a Battleline unit in an Ironjawz army has less than 10 models after removing slain models from play?
A:
No.
 Q: Some of the Pitched Battle (2020) battleplans award additional victory points if units with a specific battlefield role control an objective. Does this include allied units that have the Battleline battlefield role?
A:
Yes.
 Q: Do terrain features that are included in or added to your army during a battle count as models in your army, such as for the purpose of determining control of an objective?
A:
No.
 Q: Can you explain in more detail how to determine the number of victory points 1 score in the Places of Arcane Power battleplan?
A:
Victory points are scored at the end of each of your turns only. This means that you would score 1 victory point if you gained control of the objective in the same turn, you would score 2 victory points if you controlled the objective at the end of your last turn and had not lost control of it since, and so on.
 Q: Do the bonus points described in the Pitched Battle, Meeting Engagement and Coalition of Death tournament packs apply to victory points scored for a battle or only to my tournament score?
A:
They only apply to your tournament score and have no effect on the victory points of the battleplan being used.
 Q: Can you explain why the Matched Play Auxiliary Objectives rules instruct players to pick 2 Auxiliary Objectives, while the Pitched Battle, Meeting Engagement and Coalition of Death tournament packs instruct players to pick 3 Auxiliary Objectives?
A:
This is to allow the Auxiliary Objectives to be used as more effective tiebreakers, rather than relying on ‘kill points’ to separate tied players at organised events.
 Q: The scenery rules for Pitched Battles (2020) instruct you to randomly generate a scenery rule for unique terrain features, even if they have a warscroll. Does this mean I use both the warscroll abilities and a randomly generated scenery rule for that unique terrain feature?
A:
No, use the randomly generated scenery rule for that unique terrain feature only.

Introducing Matched Play

The main differences between matched play and open play lie in army selection and battleplan design. Matched play games include rules that allow players to pick armies of equal power, and the battleplans written for matched play games are designed to provide tactically challenging games where each side has a more-or-less equal chance of winning.

The emphasis of matched play gaming is on planning, tactics and military nous, so it is the perfect format for those who consider themselves accomplished strategists and savvy commanders. While narrative and open play games can vary greatly in scope and content, presenting you with all manner of scenarios to battle through, matched play games are all about you and your army, the models you select and the tactics you use. They are driven by every player’s desire for a satisfying and well-earned victory.

Matched Play Armies

As you will see, there are a number of ways to choose an army for a matched play game. Later in this section you will find our Pitched Battle rules, which can be used to pit your matched play army against those of fellow players. It uses a comprehensive points-based system that assigns a value to every unit available in the Warhammer Age of Sigmar range. Using this system, you and your opponent can assemble your armies based on a prearranged total of points so as to ensure that your forces are as equally matched as possible. Also included in this section are six battleplans designed to be used as part of a Pitched Battle game, which have been designed to provide players with different sets of tactical challenges to overcome.

There are other methods of choosing an army that don’t involve adding up points, but still suit the matched play format. For example, you could use the Wounds characteristics listed on each unit’s warscroll as a guideline, either setting an upper limit for the number of wounds a unit can have, or a fixed total of wounds that an army can have as a whole.

Whichever method you use, assembling an army for a matched play game is an important part of the process, and an interesting challenge in its own right. Do you spend a lot of points on one high-powered model and risk being overrun by a larger force? Do you allocate your points evenly on a versatile middleweight force? Your knowledge of the units available to you will be pivotal in this selection process, and knowledge of your opponent’s force can be just as vital. These choices may be hard to make at first, but once you’ve found the perfect balance, you’ll be able to use the same formula again and again to great effect, and this in turn can guide you when it comes to expanding your collection.

Matched Play Battleplans

In order to create a fair and balanced contest, matched play games have a method of setting up terrain, deploying armies, and determining the winner that is as even as possible for both sides.

Because of the desire to create an even contest, the battleplans for matched play tend to be quite simple, and both armies will usually be set up in a territory near one table edge.

Victory conditions can be more complex, but will almost always be the same for both sides (a process called ‘mirroring’). Some common victory conditions in matched play battleplans include determining which side has slain the most enemy units after a certain number of battle rounds, and assigning victory points to players who are able to take control of objectives set up at the start of the game.

The Pitched Battle battleplans you’ll find later on in this section use a combination of these two methods, with players winning points for destroying the enemy and capturing objectives to determine the winner.

However, whatever rules are actually used, the aim is always to create as even a contest as possible between the two armies, and this usually leads to fairly straightforward ‘line up and fight’ battles with mirrored victory conditions for both sides. The overall effect of this is a format that is ideal for ‘pick-up’ games between two players that have not met each other before. Matched play battleplans allow a player to simply go ahead and collect an army, choosing whichever models they like within the constraints of the army list, and then turn up at a club or gaming event, find an opponent, and play – knowing that the game will be as fair and even as possible.

Gaming Clubs

A wonderful feature of the Games Workshop hobby is the degree to which it enables collectors to socialise. Hobbyists can connect via organised clubs, meet up, make friends, and play games of Warhammer Age of Sigmar in a friendly and supportive environment. The Internet makes this process easier than ever, especially for those who can’t easily get to a Games Workshop store.

A good start would be to search the Internet for ‘Warhammer clubs’ and the name of your town. You’ll see which are popular, and chances are there’s one close to you.

Tournaments

Throughout the wargaming hobby world, gaming events and tournaments take place virtually every weekend. Wherever you are, you’re likely to find a tournament you can reach in the near future, and they’re well worth attending.

Not only will you get to meet up with a warm and welcoming community of fellow hobbyists, but you’ll get to play some great games, and see some truly amazing-looking armies. Often, special ‘house’ rules will have been created for the event, and no two tournaments are ever the same, keeping things exciting and interesting.

To find one near you, simply type ‘Age of Sigmar tournament’ and your town or area into an Internet search engine and get ready to go to war.

Pitched Battles (2020)

The following rules allow you to play a Pitched Battle, either as a one-off game or as part of a tournament. They replace the Pitched Battle rules in the General’s Handbook 2019 and the Warhammer Age of Sigmar Core Book.

To play a Pitched Battle, you and your opponent will first need to decide what type of Pitched Battle game you want to fight, and then you will need to pick your armies. The type of game you pick will determine how big the battle will be – the larger the battle, the more points you will have to spend on units for your army but the longer the game will take.

There are three different types of Pitched Battle to choose from:
Game TypeGame Length
VanguardUp to 1 ½ hours
Battlehost2 to 2 ½ hours
Warhost3 or more hours
After you have agreed what type of game you want to play, look it up on the chart to the right. The chart lists the number of points each player has to spend on units for their army and what limitations apply to the types of unit that players can bring. Each player must pick the units they will use for their army as described next.
PITCHED BATTLE CHART
VanguardBattlehostWarhost
Points≤ 1,000≤ 2,000≤ 2,500
Leaders1-41-61-8
Battleline2+3+4+
Artillery0-20-40-5
Behemoths0-20-40-5
Endless spells0-20-30-4
Other UnitsAny numberAny numberAny number
Allied Units (pts)≤ 200≤ 400≤ 500
 

Special Rule

The following rule applies to all matched play games:

You cannot make more than 1 dice roll (excluding re-rolls) to negate a wound or mortal wound that has been allocated to a model. If you could use more than one ability to negate allocated wounds or mortal wounds, you must pick which ability you will use.

Picking Your Army

Each unit in a Pitched Battle is assigned a points value and a minimum and maximum unit size in its Pitched Battle profile.

The game type you have chosen for your battle determines how many points you can spend on the units in your army. The combined points of the units in your army must not exceed the number of points shown on the chart. For example, in a Battlehost game, you can each field up to 2,000 points’ worth of units.

Allegiance

In a Pitched Battle, you must pick an allegiance for your army as described in the core rules. All of the units in the army must either have that allegiance or be allied to that allegiance (see Allied Units).

Endless Spells

Endless spells have Pitched Battle profiles and a points cost. By paying the spell’s points cost, all WIZARDS in the player’s army know that endless spell, and the player can use (and re-use) 1 endless spell model of the appropriate type in the battle. A player cannot take the same endless spell model more than once for their army (for example, you could not take 2 Balewind Vortex models).

Battlefield Roles

Some units are assigned a battlefield role in their Pitched Battle profile. A unit’s battlefield role is based on how it is used in a battle. The Pitched Battle chart above lists the minimum number of Leaders and Battleline units you must include in a Pitched Battle army and the maximum number of Leaders, Behemoths, Artillery units and endless spells it can include. A model that is a Leader and a Behemoth counts as 1 Leader and 1 Behemoth in your army.

Allied Units

In a Pitched Battle, the number of points that can be spent on allies from the player’s total points allowance is shown on the Pitched Battle chart above. For example, a player playing a Battlehost game can spend up to 400 of their 2,000 points on allied units. 1 in every 4 units in an army can be an allied unit.

Allied units are not included when working out the number of Battleline units in the army. They do count towards the maximum number of Leaders, Behemoths and Artillery units that can be included in an army.

Warscroll Battalions

If a player’s army includes the units needed to field a warscroll battalion, then the player can include the battalion as part of their army by paying the points cost for it as shown on its Pitched Battle profile. You must pay the cost of the units in the battalion as normal – the points value listed for each battalion is an extra cost that allows you to use it.

Command Points

You can purchase up to 1 extra command point for 50 points. Add the extra command point to the command points you receive at the start of the battle.

Army Roster

Once you have picked your army, record the details on a piece of paper (your army roster) and show it to your opponent before setting up your army at the start of the battle.

The roster must include a list of the units, warscroll battalions and endless spells included in your army; what size the units are; the army’s allegiance, which units are allies; if you have purchased an extra command point; and which model is the army’s general. Use the notes column for each unit to record the command models you have chosen for it, the spells that are known by the WIZARDS in your army, any artefacts or other items wielded by HEROES in your army, and what command trait you have chosen for your general.

In a Pitched Battle, your general must be a Leader and cannot be an ally. If your general is slain in a Pitched Battle, do not pick a new one. If your army includes any units that are given keywords when they are set up, such as units with a Mark of Chaos, these must be written down when the unit is added to the roster.

An example Pitched Battle roster can be found here.

Pitched Battle Battleplans

We have provided 12 battleplans designed for use in Pitched Battles. Each offers a unique set of tactical challenges and will provide each player with a chance to show their skill. Before setting up the battlefield, pick a battleplan: first roll a D3 to determine which of the three tables below you will use, then roll a dice and consult the relevant table.




Auxiliary Objectives

Auxiliary Objectives are secondary goals that represent the ulterior motives of the armies fighting a battle. Achieving your army’s Auxiliary Objectives can turn a drawn battle into a victory. The rules for how to use Auxiliary Objectives can be found here.

Battlefields

A Pitched Battle is fought on a battlefield that measures 48" by 72". After deciding which battleplan is to be used, the players must first set up the objective markers and then the terrain features for the battle on the battlefield. The players can then proceed to set up their armies.

The location of any objectives can be found on the battleplan that is being used. After the objectives have been placed, each player must pick 5 terrain features from the lists to the right – 3 from the primary list and 2 from the secondary list.

The players then roll off, with the winner deciding who will be Player A and who will be Player B in the battle. Player A then sets up all of the terrain features on the battlefield. Terrain features must be set up more than 3" from the edge of the battlefield, more than 3" from any objectives and more than 6" from any other terrain features. Sometimes this will make it impossible for a terrain feature to be set up; in this case, it is not used.

After Player A has set up the terrain features for the battle, they must generate a scenery rule for any unique terrain features (if any). After scenery rules have been generated, Player B decides which territory each player will use. The players can then set up their armies as described in the battleplan they are using, starting with Player A.
TERRAIN: PRIMARY LIST
Azyrite RuinsAzyrite Townscape Refuge
Azyrite Townscape EdificeNuminous Occulum
Ophidian ArchwaySigmarite Mausoleum
Shattered Temple (single terrain feature that counts as 2 for the purpose of picking terrain features)Sigmarite Dais (single terrain feature that counts as 2 for the purpose of picking terrain features)
Warcry BelltowerWyldwood
Unique: Any other terrain feature that is no more than 10" across at its widest point and no more than 18" tall at its tallest point.

TERRAIN: SECONDARY LIST
Baleful RealmgateTimeworn Ruins (consisting of 3 models instead of 10)
Walls and Fences (consisting of 2 models)Warcry Statue Head
Warcry BarricadesWarcry Ruin
Unique: Any other terrain feature that is no more than 6" across at its widest point and no more than 6" tall at its tallest point.
 

Faction Terrain

Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.

Scenery Rules

In a Pitched Battle, you must use the Scenery table below to randomly generate a scenery rule for each unique terrain feature. A terrain feature is unique if it is not included in the terrain lists above, even if it has a warscroll.

Roll a dice to determine which table will be used for the battle (1-3 = Table A; 4-6 = Table B), then roll for all unique terrain features on the battlefield from the same table.

Battlefields at Events

Some events, such as tournaments, will have battlefields with terrain features that have been set up before both players arrive at the table, or the position of terrain features may have been pre-determined by a third party. If this is the case, the players roll off to determine which territory each player will use, instead of using the battlefield set-up instructions described above.

If a faction terrain feature must be set up before any other terrain features, and the battlefield has already been set up by a third party, set up that faction terrain feature immediately before territories are determined.

Command Abilities

In a Pitched Battle, you can use the following command abilities in addition to any others you can use.

All-out Attack

You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO, or wholly within 18" of a friendly HERO that is a general. You can re-roll hit rolls of 1 for attacks made by that unit until the end of that phase.

All-out Defence

You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly unit that is wholly within 12" of a friendly HERO, or wholly within 18" of a friendly HERO that is a general. You can re-roll save rolls of 1 for attacks that target that unit until the end of that phase.

Volley Fire

You can use this command ability at the start of your shooting phase. If you do so, pick 1 friendly unit that is wholly within 12" of a friendly HERO, or wholly within 18" of a friendly HERO that is a general. You can re-roll hit rolls of 1 for attacks made by that unit until the end of that phase.

At the Double

You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO, or within 12" of a friendly HERO that is a general. If you do so, the run roll is treated as being a 6.

Forward to Victory

You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly HERO, or within 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll.

Inspiring Presence

You can use this command ability at the start of the battleshock phase. If you do so, pick 1 friendly unit that is within 6" of friendly HERO, or within 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase.

Triumphs

In a Pitched Battle, you must use the following Triumph table instead of the one in the core rules. In addition, do not roll on this Triumph table if you won your last battle. Instead, after set-up is complete but before the first turn of the first battle round begins, the player who spent fewer points when selecting their army can roll on this Triumph table.

D3Triumph
1Inspired: Once per battle, when a friendly unit is picked to shoot or fight, you can say it is inspired. If you do so, you can re-roll hit rolls for attacks made by that unit until the end of that phase.
2Bloodthirsty: Once per battle, when a friendly unit is picked to shoot or fight, you can say it is bloodthirsty. If you do so, you can re-roll wound rolls for attacks made by that unit until the end of that phase.
3Indomitable: Once per battle, before you make a save roll for a friendly unit, you can say it is indomitable. If you do so, you can re-roll save rolls for attacks that target that unit until the end of that phase.

Scenery Table

Table A (1-3)
D6Scenery Rule
1
Damned: At the start of your hero phase, you can pick one friendly unit within 1" of a Damned terrain feature to make a sacrifice. If you do so, that unit suffers D3 mortal wounds, but you can re-roll hit rolls of 1 for it until your next hero phase.
2
Arcane: Add 1 to casting, unbinding and dispelling rolls for WIZARDS while they are within 1" of any Arcane terrain features.
3
Inspiring: Add 1 to the Bravery characteristic of units while they are within 1" of any Inspiring terrain features.
4
Deadly: Roll a dice for each unit that finishes a normal move or charge move within 1" of any Deadly terrain features. On a 1, that unit suffers D3 mortal wounds.
5
Mystical: Roll a dice each time you allocate a wound or mortal wound to a model within 1" of any Mystical terrain features. On a 6+, the wound or mortal wound is negated.
6
Sinister: Subtract 1 from the Bravery characteristic of units while they are within 1" of any Sinister terrain features.
Table B (4-6)
D6Scenery Rule
1
Overgrown: Models are not visible to each other if an imaginary straight line 1mm wide drawn between the closest points of the two models crosses over more than 1" of any Overgrown terrain features. This scenery rule does not apply if either model can fly.
2
Entangling: Subtract 2 from run and charge rolls (to a minimum of 0) for units that are within 1" of any Entangling terrain features.
3
Volcanic: At the start of each hero phase, roll a dice for each Volcanic terrain feature. On a 6, each unit within 1" of that terrain feature suffers D3 mortal wounds.
4
Commanding: At the start of your hero phase, if your general and no enemy general is within 1" of any Commanding terrain features, add 1 to the number of command points you receive that hero phase.
5
Healing: At the start of your hero phase, roll a dice for each friendly unit that is within 1" of any Healing terrain features. On a 6, you can heal D3 wounds allocated to that unit.
6
Nullification: In the enemy hero phase, if any HEROES from your army are within 1" of any Nullification terrain features, 1 of them can attempt to unbind 1 spell in the same manner as a WIZARD. If they can already unbind spells, they can attempt to unbind 1 additional spell. In addition, an endless spell that is set up or finishes a move within 1" of any Nullification terrain features is dispelled.
Battleplan

Blood and Glory
 1

Two armies meet upon a battlefield, each ready to deal death and destruction upon their hated foe. The conflict will be settled in blood between the two rivals, with spoils going to the victor, and death and dishonour to the loser.

PITCHED BATTLE
Use the Pitched Battle rules.

SET-UP
The players roll off, and the winner decides which territory each side will use. The territories are shown on the map below.

The players then alternate setting up units one at a time, starting with the player that won the roll-off. Units must be set up wholly within their own territory, more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

GLORIOUS VICTORY
This battle is fought to control four objectives. The objectives are located at the centre of each quarter of the field of battle, as shown on the map.

Starting from the third battle round, one player immediately wins a major victory if they have control of all four objectives.

If neither player has won by the end of the fifth battle round, or the amount of time allocated for the battle runs out, then the player that controls the most objectives wins a minor victory. If both players control the same number of objectives, each must add up the points value of any enemy units that have been destroyed during the battle (excluding any new units that were added to the armies after the battle started). If one player has a higher total, they win a minor victory.

Battleplan

Escalation
 2

Sometimes, two deadly foes will stumble across each other, and a bloody engagement will start.

PITCHED BATTLE
Use the Pitched Battle rules.

SET-UP
The players roll off, and the winner decides which territory each side will use. The territories are shown on the map below.

The players then alternate setting up their units, starting with the player that determined territories. Units must be set up wholly within their own territory. Battleline units must be set up more than 9" from enemy territory. Behemoths and Artillery must be set up more than 24" from enemy territory. Units that are both Battleline and Behemoth can be set up within 24" of enemy territory, but they must still be more than 9" from it, as above. All other units must be set up more than 18" from enemy territory.

Continue to set up units until both players have set up their units. If one player finishes first, the opposing player sets up the rest of their units, one after another.

GLORIOUS VICTORY
This battle is fought to control three objectives. The objectives are located on the border between the player’s territories, one in the middle of the battlefield and the others 12" from each corner, as shown on the map below.

Starting from the second battle round, at the end of each of their turns a player scores 1 victory point for each objective they control. The player with the most victory points at the end of the fifth battle round (or when the amount of time allocated for the battle runs out), wins a major victory. If the players are tied on victory points at the end of the game, then each player adds up the points value of any enemy units that have been destroyed during the battle (excluding any new units that were added to the armies after the battle started). If one player has a higher total, they win a minor victory.

Battleplan

Border War
 3

Two armies approach the same battlefield, determined to capture the vital ground that separates their territories and, if possible, strike deep into enemy territory.

PITCHED BATTLE
Use the Pitched Battle rules.

SET-UP
The players roll off, and the winner decides which territory each side will use. The territories are shown on the map below.

The players then alternate setting up units one at a time, starting with the player that won the roll-off. Units must be set up wholly within their own territory, more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

GLORIOUS VICTORY
This battle is fought to control four objectives. Two are located at the centre of each player’s territory. The other two are located on the border between the players’ territories, one at the centre of the left half of the battlefield, and one at the centre of the right half as shown on the map.

You score victory points for each objective you control at the end of each of your turns. The number of points you receive varies depending on the objective’s location, as follows.

Objective is in your own territory: 1 victory point

Objective is on the border between the territories: 2 victory points

Objective is in enemy territory: 4 victory points

The player with the most victory points at the end of the fifth battle round (or when the amount of time allocated for the battle runs out), wins a major victory. If the players are tied on victory points at the end of the game, then each player adds up the points value of any enemy units that have been destroyed during the battle (excluding any new units that were added to the armies after the battle started). If one player has a higher total, they win a minor victory.

Battleplan

Three Places of Power
 4

The leaders of two rival armies have learned the location of three places of great power. If a mighty warrior stands upon such a location, they can leech some of the energy and siphon it away. The longer they can remain upon the place of power, the more energy they can steal!

PITCHED BATTLE
Use the Pitched Battle rules.

SET-UP
The players roll off, and the winner decides which territory each side will use. The territories are shown on the map below.

The players then alternate setting up units one at a time, starting with the player that won the roll-off. Units must be set up wholly within their own territory, more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

THE PLACES OF POWER
The three places of power are located upon the border between the two territories. One lies at the centre of the battlefield, and the others lie halfway between the central place of power and each narrow edge of the battlefield, as shown on the map.

A player controls a place of power if a friendly HERO finishes a move within 3" of it. The player loses control of the place of power if the hero finishes a subsequent move more than 3" from the place of power or is slain. Only one hero can control each place of power at a time – if more than one hero is eligible, then the first to arrive controls it. If a hero slays an enemy hero that is controlling a place of power, then they immediately gain control of the place of power if they are within 3" of it.

GLORIOUS VICTORY
At the end of each of your turns, you score victory points for each place of power controlled by one of your HEROES. The number of victory points is equal to the number of your turns that the hero has controlled the place of power for: 1 on the turn they gained control, 2 if they controlled it in your last turn as well as this one, and so on.

For example, a HERO controls the same place of power for 3 turns without losing control of it. They score 1 victory point at the end of their first turn, 2 victory points at the end of their second turn and 3 victory points at the end of their third turn, making 6 victory points in total.

The player with the most victory points at the end of the fifth battle round (or when the amount of time allocated for the battle runs out) wins a major victory. If the players are tied on victory points at the end of the game, then each player adds up the points value of any enemy units that have been destroyed during the battle (excluding any new units that were added to the armies after the battle started). If one player has a higher total, they win a minor victory.

Battleplan

Gifts from the Heavens
 5

The battlefield is frequently bombarded by meteors of sigmarite and warpstone that fall from the skies. Ambitious warlords are willing to sacrifice any number of their followers to gain control of such a valuable substance. As time goes on, the prize only becomes more coveted.

PITCHED BATTLE
Use the Pitched Battle rules.

SET-UP
The players roll off, and the winner decides which territory each side will use. The territories are shown on the map below.

The players then alternate setting up units one at a time, starting with the player that won the roll-off. Units must be set up wholly within their own territory, more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

THE METEOR STRIKE
Two meteors strike the battlefield in the second battle round, one landing in each player’s territory. Each player rolls a dice in their second hero phase, and a meteor lands at the centre of the board section in their territory that has the corresponding number. The locations of the meteors are treated as objectives for the rest of the battle.

GLORIOUS VICTORY
At the end of each of your turns you score a number of victory points equal to the number of the current battle round for each objective you control. For example, if you control 1 objective at the end of your turn in the third battle round, you score 3 victory points.

The player with the most victory points at the end of the fifth battle round (or when the amount of time allocated for the battle runs out), wins a major victory. If the players are tied on victory points at the end of the game, then each player adds up the points value of any enemy units that have been destroyed during the battle (excluding any new units that were added to the armies after the battle started). If one player has a higher total, they win a minor victory.

Battleplan

Take and Hold
 6

Battles are often fought over territory. In such a battle neither side can afford to give an inch of ground, and must ruthlessly wipe out any enemy incursion while at the same time thrusting deep into the enemy heartland.

PITCHED BATTLE
Use the Pitched Battle rules.

SET-UP
The players roll off, and the winner decides which territory each side will use. The territories are shown on the map below.

The players then alternate setting up units one at a time, starting with the player that won the roll-off. Units must be set up wholly within their own territory, more than 12" from enemy territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

HOLDING FORCE
This battle is fought to control two objectives. The objectives are located at the centre of each player’s territory, 9" from the edge of the battlefield, as shown on the map below.

In this battle, a player only controls an objective if they have 5 or more friendly models within 6" of the centre of the objective, in addition to needing to have more models within 6" than their opponent. The 5 models can belong to different units.

GLORIOUS VICTORY
Starting from the third battle round, one player immediately wins a major victory if they have control of both objectives.

If neither player has won by the end of the fifth battle round, or the amount of time allocated for the battle runs out, then each player adds up the points value of any enemy units that have been destroyed during the battle (excluding any new units that were added to the armies after the battle started). If one player has a higher total, they win a minor victory.

Battleplan

Knife to the Heart
 1

Two warlords are each struggling to gain control of a vital objective that lies deep in their opponent’s territory. Both must strive to capture their objective first, ruthlessly wiping out any enemy incursions into their own territory while pushing their own forces deep into the enemy’s heartland.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 2 objectives, 1 objective in each half of the battlefield, as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
Starting from the third battle round, one player immediately wins a major victory if they have control of both objectives.

If neither player has won a major victory by the end of battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

Battleplan

Total Conquest
 2

A blood-soaked battlefield is located at a vitally strategic site. Two armies stand upon this field of death, determined to drive their enemies from it and achieve total domination.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 4 objectives, 1 objective in each quarter of the battlefield, as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 9" from enemy territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • Each player scores 1 victory point for each objective they control.
  • For each objective the player gained control of that turn that was previously controlled by their opponent, that player scores 1 additional victory point.
  • If a player controls an objective while there is a friendly Leader unit within 6" of it, they score 1 additional victory point.

Battleplan

Battle for the Pass
 3

Many kingdoms in the Mortal Realms are separated by towering mountain ranges that can only be navigated by traversing a narrow pass. These defiles are of vital strategic importance, and many blood battles are fought over their control.

PITCHED BATTLE
Use the Pitched Battle rules from.

OBJECTIVES
Set up 4 objectives, 1 objective halfway between the centre of the battlefield and each battlefield edge, as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • If a player controls the objective in their own territory, they score 1 victory point.
  • For each objective the player controls that is not in either player’s territory, they score 2 victory points.
  • If a player controls the objective in their opponent’s territory, they score 4 victory points.

Battleplan

Starstrike
 4

In certain places in the Mortal Realms, the land is bombarded by fragments of magical ore that fall burning from the skies. These remnants of stars are coveted by ambitious warlords, as they can be used to forge deadly blades that will cut through any armour.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
3 objectives will be set up during the battle (see Starstrike).

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 12" from enemy territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

STARSTRIKE
As the battle rages on, the skies above are illuminated by the streaking trails of meteors crashing down to earth.
At the start of the second battle round, before determining who has the first turn, set up 1 objective on the border between the players’ territories. At the start of the third battle round, before determining who has the first turn, set up 2 more objectives, 1 in each player’s territory. Roll a D6 and refer to the map to determine where each objective will be set up.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores victory points at the end of each of their turns for each objective they control. The number of victory points is equal to the number of the current battle round. For example, a player who controls 1 objective at the end of their turn in the third battle round scores 3 victory points.

Battleplan

Scorched Earth
 5

In war, it is often crucial to utterly destroy an enemy's ability to retaliate. Two armies have met on the border of their territories, each seeking to burn the precious resources of their foes to ash.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 8 objectives, 4 objectives in each player’s territory, as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 9" from enemy territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
At the end of each of their turns, each player scores 1 victory point for each objective they control.

Starting from the second battle round, at the end of each of their turns, a player can raze an objective they control in enemy territory. An objective in enemy territory cannot be razed while there is an enemy Leader unit within 6" of it.

If they do so, they score D3 victory points instead of 1, but the objective is removed from play.

If a player controls an objective in enemy territory while there is a friendly Leader unit within 6" of it, they score 1 additional victory point when it is razed.

Battleplan

Focal Points
 6

In this region, five focal points of geomantic energy are arranged in a square formation. Energy surges between these focal points, and it can be harnessed for use in rituals of awesome power.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 5 objectives, 1 objective in the centre of the battlefield and 2 objectives in each player’s territory, as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 9" from enemy territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • If a player controls both objectives 1 and 3, they score 3 victory points.
  • If a player controls both objectives 2 and 4, they score 3 victory points.
  • If a player controls the central objective, they score 2 victory points.
  • If a player controls any other objective, they score 1 victory point for each objective.
  • If a player controls an objective while there is a friendly MONSTER or friendly Behemoth unit within 6" of it, they score 1 additional victory point.

Battleplan

The Better Part of Valour
 1

It is important to learn when to hold on in order to ensure victory and when to fall back in the face of unbeatable odds. A battle can be decided by the general who is most capable of resolving this difficult dilemma.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 6 objectives as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 9" from enemy territory. The territories are shown on the map.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

CONTEST OF STRENGTH
Sometimes, victory rests in the hands of the seemingly meekest of warriors.
The normal rules for controlling an objective are not used in this battle. Instead, a player controls an objective if a friendly Battleline unit finishes a move within 3" of the objective, unless that move was a retreat move. The player loses control of that objective if the Battleline unit is not within 3" of it or is destroyed. Only 1 Battleline unit can control each objective at a time – if more than 1 unit is eligible, then the first to arrive controls it. If an enemy unit controlling an objective is destroyed by an attack made with a melee weapon by a Battleline unit, then the attacking unit immediately gains control of that objective, as long as they are within 3" of it.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Starting from the second battle round, at the end of each of their turns, a player can destroy 1 or more of the objectives they control in order to score the following victory points:
  • If the player gained control of the objective in this turn, they score 1 victory point.
  • If the player controlled the objective at the end of their last turn and has not lost control of it since, they score 2 victory points.
  • If the player controlled the objective at the end of their turn before last and has not lost control of it since, they score 4 victory points.
  • If the player gained control of the objective in the first battle round and has not lost control of it by the end of their turn in the fifth battle round, they score 8 victory points.
If more than one of these criteria applies, use the one that scores the most victory points. Once destroyed, an objective is removed from play.

Battleplan

Shifting Objectives
 2

In order to be successful, a general must learn to react with lightning swiftness to the changing conditions of battle, striking with all their might first in one direction and then in another in order to ensure victory.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 3 objectives along the centre of the battlefield, as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

PRIMARY AND SECONDARY OBJECTIVES
As the battle rages on, certain areas of ground can suddenly become more – or less – valuable to the army that controls them.
At the start of each battle round, before determining who has the first turn, roll a D3. The objective with the corresponding number is the primary objective for that battle round, and the other 2 objectives are the secondary objectives for that battle round.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • If the player controls the primary objective, they score 2 victory points.
  • For each secondary objective the player controls, they score 1 victory point.
  • If a player controls an objective while there is a friendly Battleline unit within 6" of it, they score 1 additional victory point.

Battleplan

Places of Arcane Power
 3

The leaders of two rival armies have learnt the location of three places of arcane power. If a mighty warrior stands upon such a location, they can leech some of the arcane energy stored within.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 3 objectives as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 9" from enemy territory. The territories are shown on the map.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

HEROIC CONQUEST
Now is the time for great champions and mighty warlords to prove their worth and take what is theirs.
The normal rules for controlling an objective are not used in this battle. Instead, a player controls an objective if a Leader unit from their army finishes a move within 3" of the objective, unless that move was a retreat move. The player loses control of that objective if that Leader unit is not within 3" of it or is destroyed.

Only 1 Leader unit can control each objective at a time – if more than 1 unit is eligible, then the first to arrive controls it. If an enemy unit controlling an objective is destroyed by an attack made with a melee weapon by a Leader unit, then the attacking unit immediately gains control of that objective, as long as they are within 3" of it.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores victory points at the end of each of their turns for each objective they control. The number of victory points is equal to the number of consecutive turns the player has controlled the objective for: 1 victory point on the turn they gained control, 2 victory points at the end of their second turn, and so on.

Battleplan

The Blade’s Edge
 4

Two armies collide on sacred ground that is prized by both generals. So close are the key areas of control that rival warriors cannot help but come into contact, no matter where they choose to make their stand.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 6 objectives, 3 objectives in each player’s territory, as shown on the map.

At the start of each battle round after the first, the player taking the second turn in that battle round can pick 1 objective on the battlefield and remove it from play.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 12" from enemy territory. The territories are shown on the map.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores 1 victory point at the end of each of their turns for each objective they control.

Battleplan

Total Commitment
 5

A battle has been raging for days between two equally matched opponents. Both armies are committed to the fight, and neither side has any reserves left to draw upon.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 4 objectives, 2 objectives in each player’s territory, as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 9" from enemy territory. The territories are shown on the map.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

NO RESERVES
In this battle, all units must be set up on the battlefield before the battle begins. Any unit that is set up as a reserve is destroyed and all of the models in the unit are slain.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • For each objective the player controls in their own territory, they score 1 victory point.
  • For each objective the player controls in their opponent’s territory, they score 3 victory points.

Battleplan

Forcing the Hand
 6

A long-running stalemate has brought two opposing armies to the edge of contested territory. Both generals must now strive to lure their rival into making a costly mistake, if they wish to break this grinding deadlock in a decisive fashion.

PITCHED BATTLE
Use the Pitched Battle rules.

OBJECTIVES
Set up 6 objectives, 3 objectives in each player’s territory, as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with Player A. Players must set up units wholly within their own territory and more than 12" from enemy territory. The territories are shown on the map.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player sets up the rest of the units in their army, one after another.

PRIMARY OBJECTIVE
Both sides are attempting to hold on to their own coveted ground, even as they strive to oust their foes from the land.
The map shows which objectives belong to which player. At the start of each player’s turn, the opposing player picks 1 of their own objectives to be the primary objective for that turn. For example, if it is Player A’s turn, Player B picks one of the Player B objectives labelled on the map to be the primary objective that turn.

BATTLE LENGTH
The battle lasts for 5 battle rounds (or until the amount of time allocated for the battle runs out).

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle, each player checks to see how many of their Auxiliary Objectives they have completed. If one player has completed more Auxiliary Objectives than their opponent, they win a minor victory. If both players have completed the same number of Auxiliary Objectives, the battle is a draw.

VICTORY POINTS
Each player scores victory points at the end of each of their turns as follows:
  • If a player controls the primary objective, they score 3 victory points.
  • If the player controls any other objective, they score 1 victory point for each objective.

Battle Strategies

War is unpredictable and fluid, and opportunities to dominate and win a battle may appear at a moment’s notice. A good general must be flexible, prepared to take advantage of any opportunity, and ever able to adapt their plans to react to changing circumstances.

The following Battle Strategies can be used to determine the winner of games of Warhammer Age of Sigmar. Pick armies and set up terrain as described in the core rules, and use the map table to determine which map will be used in your game. Next, follow the instructions below to determine which Battle Strategies each side will need to achieve in order to win.

Objectives

After the map for the battle has been generated and the territories chosen, the players roll off. Starting with the winner, the players alternate setting up three objectives each as follows. Each objective set up by each player should be labelled A, B or C, so that each player sets up one objective A, one objective B and one objective C. Each objective should be represented by a suitable marker, such as a coin.

The objectives you set up are friendly objectives, and the objectives set up by your opponent are enemy objectives. Set the objectives up in order (A, B, C), placing A and C in your own territory and B in your opponent’s territory. Each objective must be set up more than 9" from any other objectives and more than 9" from the edge of the battlefield. Measure from the centre of each objective marker.

At the end of each player’s turn, check to see if either player has gained control of any objectives. A player controls an objective if they have more models within 6" of the centre of it than their opponent does. A unit cannot be used to gain control of more than one objective in the same turn. Once you gain control of an objective, it remains under your control until the enemy is able to gain control of it.

Generating Battle Strategies

After the objectives have been set up, both players must generate two Battle Strategies as described below. In addition, during the battle, each player generates one additional Battle Strategy at the start of each of their hero phases.

To generate a Battle Strategy, roll two dice, one after the other: the first dice represents tens, and the second represents digits, giving you a result between 11 and 66. Look up the result on the table opposite and make a note of the strategy you have generated. Note that the results are not secret; both players should be able to see which Battle Strategies the other has.

Battle Strategies that have been generated are said to be active until they are achieved. Once a Battle Strategy has been achieved, it ceases to be active. You can have any number of active Battle Strategies at the same time.

Note that while there are several Battle Strategies with the same name, they are all uniquely numbered. When generating your Battle Strategies, keep a note of the numbers you roll. If you generate the same numbered Battle Strategy more than once for the same game, roll again until a different number is generated. In addition, generate a new strategy if you roll a strategy that is impossible to achieve (for example, you cannot achieve the Slayer of Beasts strategy if your opponent has no MONSTERS in their army).

Achieving Battle Strategies

The description for each Battle Strategy tells you what the requirements are to achieve the Battle Strategy, at which stage in a turn this requirement must be achieved, and how many victory points (VPs) are scored for achieving the Battle Strategy. For example, a roll of 11 on the Battle Strategy table generates the Capture (11) strategy, which requires you to control enemy objective A at the end of your turn in order to receive 1 victory point.

Only active Battle Strategies can be achieved. If you can achieve a Battle Strategy, you must immediately score the victory points for it – you cannot choose not to do so. Players can achieve any number of their Battle Strategies in the same turn.

Victory

At the end of the fifth battle round, the player that has scored the most victory points is the winner. Alternatively, a player can win by achieving a sudden death victory condition as normal.
 

Battle Strategies Table

D66NameRequirementWhenVPs
11CaptureControl enemy objective AEnd of your turn1
12CaptureControl enemy objective BEnd of your turn1
13CaptureControl enemy objective CEnd of your turn1
14HoldControl friendly objective AEnd of opponent’s turn1
15HoldControl friendly objective BEnd of opponent’s turn1
16HoldControl friendly objective CEnd of opponent’s turn1
21CaptureControl enemy objective AEnd of your turn1
22CaptureControl enemy objective BEnd of your turn1
23CaptureControl enemy objective CEnd of your turn1
24HoldControl friendly objective AEnd of opponent’s turn1
25HoldControl friendly objective BEnd of opponent’s turn1
26HoldControl friendly objective CEnd of opponent’s turn1
31InvadeControl two enemy objectivesEnd of your turn3
32ConquerControl all enemy objectivesEnd of your turn6
33No RetreatControl all friendly objectivesEnd of opponent’s turn3
34Take & HoldControl both A objectivesEnd of your turn2
35Take & HoldControl both B objectivesEnd of your turn2
36Take & HoldControl both C objectivesEnd of your turn2
41DominateControl at least two more objectives than your opponentEnd of your turn2
42OverrunControl at least four objectivesEnd of opponent’s turn2
43Hold OutControl an enemy objectiveEnd of opponent’s turn2
44ThrustControl the enemy objective furthest from your territoryEnd of your turn2
45Front Line DefenceControl the friendly objective closest to (but not within) enemy territoryEnd of your opponent’s turn2
46RetakeControl a friendly objective that was held by your opponent at the start of your turnEnd of your turn2
51Blood DebtSlay the last model in an enemy unitAt any time during either player’s turn1
52Blood on the GroundSlay the last model in an enemy unit, when the last model is in your opponent’s territoryAt any time during either player’s turn2
53Blood on the GroundSlay the last model in an enemy unit, when the last model is in your territoryAt any time during either player’s turn2
54Bloody RetributionSlay the last model in an enemy unit, when the last model is within 6" of an objectiveAt any time during either player’s turn2
55Blood TitheSlay the last model in two enemy units in the same turnAt any time during either player’s turn2
56River of BloodSlay the last model in three enemy units in the same turnAt any time during either player’s turn3
61SlayerSlay a model in an enemy unit using attacks made with melee weaponsAt any time during either player’s turn1
62Mighty SlayerSlay a model in two enemy units using attacks made with melee weaponsIn the same phase during either player’s turn2
63Exalted SlayerSlay a model in three enemy units using attacks made with melee weaponsIn the same phase during either player’s turn3
64Slayer of BeastsSlay an enemy MONSTERAt any time during either player’s turn2
65Slayer of ChampionsSlay an enemy HEROAt any time during either player’s turn2
66Slayer of KingsSlay the enemy generalAt any time during either player’s turn3

Realm of Battle Rules

In matched play games, you will choose which Mortal Realm you and your opponent will be fighting in. This will determine the Realm of Battle rules that will apply to the battle, including realmscape features and realmsphere magic as well as unique command abilities and artefacts of power.

After picking a battleplan to use, you must pick a Mortal Realm for the battle to take place in. The players roll off and the winner picks the Mortal Realm for the battle. Below you will find Realm of Battle rules for each of the Mortal Realms to be used in a matched play game. If you decide that your army is from a specific Mortal Realm and wish to make one of your artefacts of power a realm artefact, you must pick the realm artefact for your chosen Mortal Realm from the Realms below, instead of using an artefact from Malign Sorcery.

Realm of Battle: Aqshy, the Realm of Fire

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

REALMSPHERE MAGIC
Fireball: The wizard claps their hands, conjuring a small orb of flame that they hurl at the foe.
Fireball has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. If that enemy unit has 1 model, it suffers 1 mortal wound; if it has 2-9 models, it suffers D3 mortal wounds; and if it has 10 or more models, it suffers D6 mortal wounds.

REALMSCAPE FEATURE
Burning Lands: The lands of Aqshy are forever brimming with volatile power. As the fires of battle rage, this energy magnifies and can even erupt, with lethal effect to anyone unfortunate enough to be nearby.
Terrain features (including faction terrain) have the Volcanic scenery rule in addition to any other scenery rules that they have.

REALM ARTEFACT
Incandescent Rageblade: In battle, the emberstone crystal set into this sword glows bright, granting the wielder bursts of killing fury.
Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made by that weapon is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

REALM COMMAND
Blazing Fervour: In Aqshy, fiery tempers are stoked to lend a warrior formidable endurance.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Add 1 to run and charge rolls made for that unit until your next hero phase. The same unit cannot benefit from this command ability more than once per phase.

Realm of Battle: Chamon, the Realm of Metal

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

REALMSPHERE MAGIC
Metamorphic Warding: Through tapping into the ever-changing magical properties of Chamon, the caster compels the armour and hide of their allies to become as strong as unyielding sigmarite.
Metamorphic Warding has a casting value of 7. If successfully cast, pick 1 friendly unit wholly within 12" of the caster and visible to them. Add 1 to save rolls for attacks that target that unit until the start of your next hero phase.

REALMSCAPE FEATURE
Transmutative Lands: Alchemical by nature and further warped by the power of Tzeentch, the lands of Chamon are prone to shift and alter on a whim, hampering the advance of even the most determined army.
Terrain features (including faction terrain) have the Entangling scenery rule in addition to any other scenery rules that they have.

REALM ARTEFACT
Plate of Perfect Protection: One of the many mystical artefacts forged by the lost artificers of Metallurgica, the steel of this armour is alloyed with Chamonic quicksilver, allowing it to subtly reform and ward off all but the truest strikes.
If a weapon used for an attack that targets the bearer has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

REALM COMMAND
Living Blades: In Chamon, each weapon seems to take on a life of its own. When guided by a steely-eyed warrior, they strike at the foe with unerring accuracy.
You can use this command ability in the combat phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Until your next hero phase, add 1 to hit rolls for attacks made with melee weapons by that unit if it made a charge move in the same turn.

Realm of Battle: Ghur, the Realm of Beasts

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

REALMSPHERE MAGIC
Wildform: The wizard transforms their allies into swift-moving bestial forms.
Wildform has a casting value of 5. If successfully cast, pick 1 friendly unit within 12" of the caster and visible to them. Add 2 to run and charge rolls made for that unit until the start of your next hero phase.

REALMSCAPE FEATURE
Savage Lands: The lands of Ghur are primal and perilous beyond compare; even the rocks and trees will eagerly devour the unwary, if given a chance.
Terrain features (including faction terrain) have the Deadly scenery rule in addition to any other scenery rules that they have.

REALM ARTEFACT
Predator’s Torc: When this amberbronze torc is bound tightly around a limb, the wearer becomes filled with the savage energy of the hunt.
You can re-roll charge rolls for the bearer.

REALM COMMAND
Feral Roar: When the wild animus of Ghur fills their bestial souls, monsters of all shapes and sizes will fight on without consideration of injury or pain.
You can use this command ability in your hero phase. If you do so, pick 1 friendly MONSTER wholly within 12" of a friendly HERO. Until the end of the battle round, when you look up a value on that model’s damage table, that MONSTER is treated as if it has suffered 0 wounds.

Realm of Battle: Ghyran, the Realm of Life

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

REALMSPHERE MAGIC
Shield of Thorns: At the caster’s command, crawling brambles burst from the ground, forming a living barrier around their allies and tearing apart any who approach with malicious intent.
Shield of Thorns has a casting value of 5. If successfully cast, pick 1 friendly unit wholly within 18" of the caster and visible to them. Until your next hero phase, any enemy unit that finishes a charge move within 3" of that unit suffers D3 mortal wounds. The same friendly unit cannot be picked as the target of this spell more than once per turn.

REALMSCAPE FEATURE
Verdant Lands: Life blooms eternal in Ghyran, its energies blessing the lands with cyclical regrowth.
Terrain features (including faction terrain) have the Healing scenery rule in addition to any other scenery rules that they have.

REALM ARTEFACT
Everspring Diadem: The powers of this oaken crown can soon heal even the most crippling of wounds.
In your hero phase, you can heal 1 wound allocated to the bearer.

REALM COMMAND
Command the Land: In Ghyran, 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, 1 friendly HERO can attempt to cast Shield of Thorns, even if they are not a WIZARD and even if the spell has already been attempted in the same hero phase. If that HERO is a WIZARD, using this command ability allows them to attempt to cast Shield of Thorns in addition to any other spells they have already attempted to cast and even if Shield of Thorns has been attempted in the same hero phase.

Realm of Battle: Hysh, the Realm of Light

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

REALMSPHERE MAGIC
Purity of Defence: The wizard bathes their allies in a column of brilliant white light, increasing their speed of thought and reaction time.
Purity of Defence has a casting value of 5. If successfully cast, pick 1 friendly unit wholly within 12" of the caster and visible to them. You can re-roll save rolls of 1 for attacks that target that unit until the start of you next hero phase.

REALMSCAPE FEATURE
Dazzling Lands: The lands of Hysh still shine with lambent brilliance. Those who stare into the radiant glow for too long may find themselves blinded just when they need their vision most.
Terrain features (including faction terrain) have the Mystical scenery rule in addition to any other scenery rules that they have.

REALM ARTEFACT
Syari Trueblade: Crafted by the aelven mage-artisans of Hysh, this crystalline blade seeks out the enemy with peerless accuracy.
You can re-roll hit rolls of 1 for attacks made with a melee weapon by the bearer.

REALM COMMAND
All-seeing Enlightenment: The Realm of Light is a place of purity and enlightenment. Should a warrior focus their mind, they will find themselves able to deduce and thwart even the most cunningly laid ambushes.
You can use this command ability in your hero phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Do not apply the cover modifier to save rolls for attacks made by that unit until the start of your next hero phase.

Realm of Battle: Shyish, the Realm of Death

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

REALMSPHERE MAGIC
Ripples of the Necroquake: It was from the dark heart of Shyish that the necroquake erupted across creation. Those skilled in the arcane arts can tap into this power to call forth lingering magical manifestations with greater ease.
Ripples of the Necroquake has a casting value of 7. If successfully cast, until the end of that phase, add 1 to casting rolls made for friendly WIZARDS if the casting roll is for an endless spell.

REALMSCAPE FEATURE
Terminal Lands: Even the sorceries of the Arcanum Optimar cannot escape the grasp of Shyish forever.
Terrain features (including faction terrain) have the Nullification scenery rule in addition to any other scenery rules that they have.

REALM ARTEFACT
Gravesand Brooch: This morbid item of jewellery is filled with fine particles of gravesand. One who wears it overlong slowly becomes more akin to the dead than the living and is equally hard to slay.
You can re-roll save rolls of 1 for attacks that target the bearer.

REALM COMMAND
Amethyst Aura: Those who fight in the Realm of Death have one foot already in the afterlife and can shrug off the most grievous injuries.
You can use this command ability in your hero phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Until the end of that battle round, roll a dice each time you allocate a wound or mortal wound to that unit. On a 6, that wound or mortal wound is negated.

Realm of Battle: Ulgu, the Realm of Shadow

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

REALMSPHERE MAGIC
Judgement of Shadow: The shadows of Ulgu are alive, and they hunger. By speaking thirteen whispered words of power, one for each of the realm’s great Dominions, a caster can bid the darkness to swallow up their enemies.
Judgement of Shadow has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them and roll 7 dice. For each roll that is less than that unit’s unmodified Save characteristic, that unit suffers 1 mortal wound. If the target has an unmodified Save characteristic of ‘-’, it suffers 1 mortal wound for each 2+ instead.

REALMSCAPE FEATURE
Penumbral Lands: The all-consuming shadows of Ulgu can obscure even the mightiest foe’s advance, as many unwary warriors have discovered to their cost.
Terrain features (including faction terrain) have the Overgrown scenery rule in addition to any other scenery rules that they have.

REALM ARTEFACT
Trickster’s Foil: This phantasmal weapon is never quite where it appears to be, and as such it is capable of inflicting truly horrific wounds on the unprepared.
You can re-roll wound rolls of 1 for attacks made with a melee weapon by the bearer.

REALM COMMAND
On Me!: The champion imposes their will on nearby allies, commanding them to reform amidst the enshrouding darkness of Ulgu.
You can use this command ability once per battle, at the end of your movement phase. If you do so, pick 1 friendly unit wholly within 18" of a friendly HERO. Remove that unit from the battlefield and then set it up again wholly within 6" of that friendly HERO and more than 9" from any enemy units.

Auxiliary Objectives

Auxiliary Objectives are matched-play-focused secondary goals that are designed to test the strategic acumen of any general in Warhammer Age of Sigmar.

In a matched play game, after set-up is complete but before the players determine who has the first turn, each player must pick 2 Auxiliary Objectives to apply to their army for the battle. Once both players have picked their Auxiliary Objectives, they must reveal them to each other simultaneously.

In a matched play game, if you complete more Auxiliary Objectives than your opponent, you count the result of a draw for the battle as a minor victory instead.

STARTING ARMIES
Several Auxiliary Objectives refer to a player’s starting army. A player’s starting army is made up of the units from the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.

Note that unless an Auxiliary Objective specifically refers to the player’s starting army, any unit that meets the specifications is eligible to complete the auxiliary objective.

UNIT TYPES AND POINTS VALUES
Sometimes an Auxiliary Objective will refer to a type of unit. This information is listed in its Pitched Battle profile.

The Aggressor: You complete this Auxiliary Objective if you control all of the objectives wholly within your opponent’s territory (this does not include objectives located on the borderline of a territory).

Assassinate: When you reveal this Auxiliary Objective, your opponent must pick 1 unit in their starting army that is a HERO. You complete this Auxiliary Objective if that HERO is slain before the end of the battle.

The Bait: When you reveal this Auxiliary Objective, you must pick 1 friendly unit in your starting army. You complete this Auxiliary Objective if that unit is destroyed by an enemy unit before the end of the third battle round.

Cornered: You complete this Auxiliary Objective if you have 2 or more friendly units within 3" of the same enemy HERO at the end of any turn.

Defender: You complete this Auxiliary Objective if there are no enemy units wholly within your territory at the end of the battle.

Domination: You complete this Auxiliary Objective if 3 or more enemy units are destroyed in the same turn.

Grudge: When you reveal this Auxiliary Objective, you must pick 1 enemy HERO in your opponent’s starting army and 1 friendly HERO in your starting army. You complete this Auxiliary Objective if that enemy HERO is slain by an attack made with a melee weapon by that friendly HERO.

Headhunter: You complete this Auxiliary Objective if all of the Leader units in your opponent’s starting army are destroyed before the end of the battle.

Invader: You complete this Auxiliary Objective if, at the end of the battle, you have more friendly units wholly within your opponent’s territory than your opponent has wholly within your territory.

Marked for Death: When you reveal this Auxiliary Objective, your opponent must pick 1 unit in their starting army that is not a HERO. You complete this Auxiliary Objective if that unit is destroyed before the end of the battle.

Mass Panic: You complete this Auxiliary Objective if 2 or more different enemy units fail a battleshock test in the same battle round.

Overwhelm: You complete this Auxiliary Objective if an enemy HERO is slain by an attack made with a melee weapon by a friendly Battleline unit.

Pillage: When you reveal this Auxiliary Objective, you must pick 1 terrain feature wholly within your opponent’s territory. You complete this Auxiliary Objective if you have a friendly unit with a combined Wounds characteristic of 5 or more within 3" of that terrain feature at the end of any battle round. This Auxiliary Objective cannot be completed using a unit that was set up on the battlefield in the same battle round.

Prey on the Weak: You complete this Auxiliary Objective if all of the Battleline units in your opponent’s starting army are destroyed before the end of the battle.

Prized Possession: When you reveal this Auxiliary Objective, you must pick 1 friendly HERO with an artefact of power in your starting army. You complete this Auxiliary Objective if that HERO has not been slain at the end of the battle.

Seize Ground: When you reveal this Auxiliary Objective, you must pick 1 terrain feature that is not within your territory. You complete this Auxiliary Objective if you have 1 or more friendly units within 3" of that terrain feature at the end of the fourth battle round.

Territorial: When you reveal this Auxiliary Objective, you must pick 1 objective on the battlefield. You complete this Auxiliary Objective if you control that objective at the end of 2 consecutive battle rounds.

Vengeful Counter: You complete this Auxiliary Objective if any enemy units are destroyed in the same turn that any friendly units are destroyed.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
Allied Units
In a Pitched Battle, the number of points that can be spent on allies from the player’s total points allowance is shown on the Pitched Battle chart above. For example, a player playing a Battlehost game can spend up to 400 of their 2,000 points on allied units. 1 in every 4 units in an army can be an allied unit.

Allied units are not included when working out the number of Battleline units in the army. They do count towards the maximum number of Leaders, Behemoths and Artillery units that can be included in an army.
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.
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.
Allied Units
In a Pitched Battle, the number of points that can be spent on allies from the player’s total points allowance is shown on the Pitched Battle chart above. For example, a player playing a Battlehost game can spend up to 400 of their 2,000 points on allied units. 1 in every 4 units in an army can be an allied unit.

Allied units are not included when working out the number of Battleline units in the army. They do count towards the maximum number of Leaders, Behemoths and Artillery units that can be included in an army.
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.
Command Models
Some units can include uniquely named champions, standard bearers and/or musicians. These are known collectively as ‘command models’, and will have abilities that apply only to them. Command models must be represented by appropriate Citadel Miniatures if they are included in a unit. Command models are assumed to carry the same weapons as any other model in the unit unless noted otherwise, even if they are not shown on the model itself.
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.
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.
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.
Faction Terrain
Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.
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.
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.
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.
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.
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.
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.
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.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Enemy Units and Retreats
When you make a normal move for a model, no part of the move can be within 3" of an enemy unit.

Units starting a normal move within 3" of an enemy unit can either remain stationary or retreat. If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units. Models in a unit that retreats can’t shoot or charge later in the same turn.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Enemy Units and Retreats
When you make a normal move for a model, no part of the move can be within 3" of an enemy unit.

Units starting a normal move within 3" of an enemy unit can either remain stationary or retreat. If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units. Models in a unit that retreats can’t shoot or charge later in the same turn.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
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.
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.
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.
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.
Faction Terrain
Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
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.
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.
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.
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.
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.
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.
Faction Terrain
Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
Faction Terrain
Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.
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.
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.
Faction Terrain
Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.
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.
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.
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.
Faction Terrain
Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
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.
Faction Terrain
Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.
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.
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.
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.
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.
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.
Faction Terrain
Sometimes the allegiance abilities for an army will allow it to include 1 or more terrain features, or a warscroll will allow you to set up 1 or more terrain features once the battle has begun. These are set up in addition to the terrain features that have been set up as previously described.

In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
© Vyacheslav Maltsev 2013-2021