Nagash began planning to dominate Shyish and the Mortal Realms since he was released by Sigmar during the Age of Myth. He defeated and devoured many gods of death that ruled the myriad of underworlds of Shyish. After discovering vast amounts of Grave-sand, the realmstone of Shyish, Nagash began sending long lines of skeletons to harvest them to build the Black Pyramid, a floating inverted pyramid in Nagashizzar as well as many smaller ones. Nagash considers the souls of the dead as rightfully his and many has withheld them from him. The Chaos Gods specially Slaanesh who devoured the souls of Aelves from the World-That-Was and the Aelf gods who stole them again, the Idoneth Deepkin who steal souls and withhold their own souls from going to the underworlds but most of all Sigmar the Soul-thief who steal the souls of heroes to forge Stormcast Eternals.

During the Time of Tribulations Nagash almost succeeded in his goal but the skaven of Clan Slynk had infiltrated the great pyramid and corrupted the ritual resulting in the Shyish Necroquake that resulted in the creation of the Shyish Nadir, a vortex of death magic concentrated in the center of Shyish while shockwaves caused the dead to rise in trillions across the mortal realms and Endless Magic is unleashed upon the realms. Thus began the Soul Wars.

Wrath of the Everchosen

Archaon the Everchosen has claimed dominion over the Eightpoints ever since his triumph in the Age of Chaos, assigning warlords to rule with an iron fist over its nightmarish wilds and its vital, realm-spanning arcways. Now that supremacy will be challenged like never before, for an ancient and deathless power is rising in the realms...

Unique battleplans will allow you to restage the most climactic battles of the Siege of the Eightpoints upon the tabletop, leading your armies through every brutal ambush and bloody, close-quarters skirmish as you take on the role of the greatest military minds in the Mortal Realms. Though these battleplans are primarily intended to re-enact the struggle between Chaos and Death detailed in Wrath of the Everchosen book, they also represent archetypal conflicts that have played out across the Mortal Realms. This means that you are free, if you wish, to use your own models and collections to rewrite history, taking the stories provided in this book as inspiration for your own heroic struggles.

These battleplans are presented alongside full realmscape rules designed to recreate the horrifying conditions experienced by those fighting amidst the twisted and corrupted wilds of the Varanspire. Also included are unique mechanics that introduce untamed endless spells into your games, as well as rules governing the wandering horrors that inhabit the Varanspire – these ferocious creatures can turn upon your own forces as easily as your enemy’s, transforming any battle into a wild and unpredictable affair.

Take up your arms, raise your banners and lead your warriors to glorious victory in the name of the gods!

Region of War: The Eightpoints

The following rules can be used for battles fought in the island sub-realm of the Eightpoints. These rules work especially well for battles that include Roaming Monsters and wandering endless spells.

REALMSCAPE FEATURES
If a battle takes place in this region, the player who picked the realm can roll a dice and look up the result on the table below to see which realmscape feature rule applies for the battle. The result applies to both players.
D6Realmscape Feature
1The Gods Hold No Interest Here: The Ruinous Powers have deemed there is too little at stake to entertain this conflict.
This realmscape feature has no effect on the battle. 
2Furious Bloodstorm: Scalding crimson rain lashes down across the battlefield, inspiring a mindless rage in all it touches.
Subtract 1 from casting rolls for WIZARDS. In addition, you can re-roll wound rolls of 1 for attacks made with melee weapons by units that made a charge move in the same turn. 
3Drifting Chokespores: A nearby copse of mouldering trees vomits clouds of toxic spores into the air, severely limiting sight and movement.
Units cannot fly. In addition, subtract 1 from hit rolls for attacks made with missile weapons
4Crystal Wyrdshards: Fragments from Tzeentch’s realm have rained down upon the Eightpoints. Those who wield the arcane can drink from these pure fonts of magic – at their own risk, of course.
You can re-roll casting rolls for WIZARDS on the battlefield. However, if a casting attempt is re-rolled using this rule and is successful, that WIZARD suffers D3 mortal wounds after the effects of the spell have been resolved. 
5Exultant Melody: A soul-piercing note rings out across the battlefield, igniting the senses of all who hear it.
Units can run and still charge later in the same turn. However, any units that run and charge in the same turn suffer D3 mortal wounds at the end of the charge phase
6The Great Game: The Gods wager on the victor of this conflict, each lending their power to the battlefield to tip the scales in their favour.
At the start of each battle round, before determining which player has the first turn, the players roll off. The winner decides which 1 of the following realmscape features will be used for that battle round: Furious Bloodstorm, Drifting Chokespores, Crystal Wyrdshards or Exultant Melody. 

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

Marked Quarry
The wizard conjures a shroud of luminescent energy over the foe that draws the attention of nearby beasts.
Marked Quarry has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Until the start of your next hero phase, Roaming Monsters units must make any charge moves or normal moves (excluding retreat moves) towards that unit, and any shooting attacks made by Roaming Monsters units must target that unit, even if that unit is not the closest unit to the Roaming Monsters unit.

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

Forced by the Aether
The shaman adds momentum to the endless spells on the battlefield so that they cover greater distances.
You can use this command ability when you pick a predatory endless spell to move. If you do so, pick 1 predatory endless spell within 12" of a friendly WIZARD. Add D6" to the movement range on that predatory endless spell’s warscroll until the end of the battle round.
Battleplan

The Fall of Karheight

As the defenders of Karheight witness waves of undead warriors shambling through the Shyish arcway, they realise that they are looking upon slain comrades, raised from the dead by necromantic magic.

This unnerving discovery is accompanied by the howling of Nighthaunt spectres as they flood through the immense Realmgate, their focus on the destruction of every mortal in their path.


SIEGE WARFARE
Use the Siege Warfare rules.

THE ARMIES
Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.

After the Defender has picked their army, they must split it into two contingents: the bastion and the garrison. There must be at least 1 unit in the garrison for every unit in the bastion (the army general can be in either contingent).

OBJECTIVES
Set up 2 objectives as shown on the map. One objective is located in the centre of the garrison area, and the other is located in the centre of the Defender’s territory.

SET-UP
The Defender sets up their army first. They can only set up units from their bastion. Garrison units start the battle in reserve and will arrive during the battle (see The Garrison).

The Defender must set up their units anywhere wholly within their territory. The Attacker must then set up their army wholly within their territory, more than 6" from the Defender’s territory. The territories are shown on the map.

THE GARRISON
Karheight’s warriors rush to defend the barricades.
Starting from the second battle round, at the start of their movement phase, the Defender rolls a dice for each of their garrison units. On a 5+, that unit arrives on the battlefield. All of the models in that unit must be set up within 6" of the battlefield edge, wholly within the garrison area and more than 9" from any enemy units. This counts as their move for that movement phase. Set up the unit before rolling to see if the next garrison unit will arrive.

WAVES FROM THE ARCWAY
Deathly energies spill from the Shyish arcway.
At the end of each battle round, the Attacker can call for additional troops and roll a dice. On a 4+, 1 unit will arrive on the battlefield. The Attacker adds either 1 unit of 2 or more models with a combined Wounds characteristic of 10 or less or 1 HERO or MONSTER with a Wounds characteristic of 8 or less to their army. Any units that arrive must be set up within 6" of the battlefield edge, wholly within the Attacker’s territory and more than 9" from any enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If one player controls both objectives at the end of the battle, that player wins a major victory. If the Defender controls 1 objective at the end of the battle, they win a minor victory. Any other result is a draw.


Battleplan

Deathly Pursuit

Unable to withstand the Legion of Grief ’s ferocious assault, the defenders of Karheight are forced to fall back across the Corpse Wastes. Contingents of Nighthaunts are dispatched to scythe down the leaders of the retreating Chaos forces in order to prevent the hordes from regrouping.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Survivors player. Their opponent is the Pursuer.

SET-UP
The Survivors player must pick 1 HERO from their army to be the Quarry, who will start the battle in reserve. The Quarry cannot be set up on the battlefield until their location has been revealed (see Find the Quarry).

The players alternate setting up units one at a time, starting with the Survivors player. Players must set up units wholly within their own territory, 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, their opponent must set up the rest of the units in their army, one after another.

FIND THE QUARRY
The Nighthaunts’ prey has taken shelter amongst the ruins of the Corpse Wastes. They must be rooted out and slain.
There are 3 points on the battlefield marked as hiding places. At the start of the Pursuer’s hero phase, 1 friendly HERO within 1" of a hiding place can search it to see if they can find the Quarry.

To do so, roll a dice. On a 6, that hiding place is revealed to be the location of the Quarry and all other hiding places must be removed from the battlefield. Otherwise, the Quarry is not found and that hiding place must be removed from the battlefield.

If, at any point, 2 hiding places have been searched and the Quarry has not been found, the last remaining hiding place is revealed to be the Quarry’s location.

If, by the start of the fifth battle round, the hiding place of the Quarry has still not been revealed, the players roll off (before any endless spells are moved). Starting with the player who won the roll-off, the players alternate removing hiding places from the battlefield, one at a time, until one remains. The remaining hiding place is revealed to be the Quarry’s location.

Once the hiding place of the Quarry is revealed, the model must be set up within 9" of the hiding place and more than 3" away from any enemy units.

BATTLE LENGTH
The battle lasts until a player wins a major victory or for 5 battle rounds, whichever happens first.

GLORIOUS VICTORY
If the Quarry has not been slain at the end of the battle, the Survivors player wins a major victory.

If the Quarry is slain before the end of the fifth battle round, the Pursuer wins a major victory.


Battleplan

The Forest of Eyes

The Forest of Eyes is populated by millions of scuttling eightlegged horrors known as souleater spiders, creatures that feed not on flesh but on the spirit essence of their victims.

Even as the armies of Chaos and Death battle for control of the cursed wood, more of these hideous arachnids swarm around them...


OBJECTIVES
Set up 3 objectives as shown on the map.

SET-UP
The players roll off, and the winner decides which territory each side will use. The territories are shown on the map. The players then alternate setting up units one at a time, starting with the player who won the roll-off. Players must set up units wholly within their own territory.

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

INFESTED OBJECTIVES
Souleater spiders spill from the corrupted earth in great swarms, falling over any who disturb them.
The value of the objectives changes in each battle round to represent the infestation of souleater spiders in the forest.

At the start of each battle round, before determining which player has the first turn, the players roll off to determine which objective is infested with souleater spiders. The player who won the roll-off then rolls a dice. On a 1 or 2, objective 1 is infested; on a 3 or 4, objective 2 is infested; and on a 5 or 6, objective 3 is infested.

After determining which objective is infested, the player who won the roll-off then rolls 2D6 for each unit within 9" of the infested objective. If the roll is equal to or greater than the Bravery characteristic of that unit, that unit suffers D3 mortal wounds.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If one player has 1 to 4 more victory points than their opponent, they win a minor victory.

If one player has 5 or more victory points than their opponent, they win a major victory.

Any other result is a draw.

VICTORY POINTS
At the end of each battle round, the player controlling the infested objective scores 3 victory points.

If neither player controls the infested objective, the player controlling the most objectives scores 2 victory points.

If neither player controls the infested objective and both players control an equal number of objectives, each player scores 1 victory point.


Battleplan

Bridge of Molten Screams

The invaders push forward across a vital pathway known as the Bridge of Molten Screams, which stands guard over a river whose waters are composed of the tortured essences of the Everchosen’s countless victims.

THE ARMIES
Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.

OBJECTIVES
Set up 1 objective as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with the player who won the roll-off. 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, their opponent must set up the rest of the units in their army, one after another.

LONG WAY DOWN
Far beneath the bridge rushes and roars a great river of tormented souls.
In this battle, the battlefield is divided into different sections to represent the bridge upon which the battle is fought. Units that cannot fly cannot move into the areas marked on the map as ‘The Depths Below’.

COMMAND ABILITY
The Defender can use the following extra command ability in this battle.

Defiant Until the Last: Stubborn is too kind a word to describe these grizzled warriors.
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 start of your next hero phase, you can re-roll save rolls for attacks that target that unit. In addition, do not take battleshock tests for that unit until the start of your next hero phase.

CEASELESS ASSAULT
The deadly momentum of the Ossiarch assault does not relent.
At the end of each battle round, the Attacker can call for additional troops and roll a dice. On a 5+, 1 unit will arrive on the battlefield. The Attacker adds either 1 unit of 2 or more models with a combined Wounds characteristic of 10 or less or 1 HERO or MONSTER with a Wounds characteristic of 8 or less to their army. Any units that arrive must be set up within 6" of the battlefield edge, wholly within the Attacker’s territory as shown on the map and more than 9" from any enemy units.

BATTLE LENGTH
The battle lasts for 4 battle rounds.

GLORIOUS VICTORY
The player with the most victory points at the end of the fourth battle round wins a major victory. If the players are tied on victory points at the end of the battle, the player with the most models within 6" of the objective wins a minor victory. Otherwise, the battle is a draw.

VICTORY POINTS
At the end of each of their turns, the player controlling the objective scores a number of victory points equal to the number of the current battle round. For example, if a player controls the objective at the end of their turn in the third battle round, they score 3 victory points.


Battleplan

The Battle of Haradh’s Torment

An invading army has identified an ideal location from which to spring an ambush upon their foes. As the attackers march through the pass of Haradh’s Torment, they fall victim to relentless volleys from enemy war machines. They must force a breach in their foe’s line – or face obliteration.

THE ARMIES
Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.

OBJECTIVES
Set up 1 objective as shown on the map.

SET-UP
The players alternate setting up units one at a time, starting with the player who won the roll-off. Players must set up units wholly within their own territory, 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, their opponent must set up the rest of the units in their army, one after another.

VALLEY OF DEATH
The attacking army must traverse a narrow mountain pass, restricting their movement.
In this battle, the battlefield is divided into different sections to represent the narrow pass of Haradh’s Torment. Units cannot move into the areas marked on the map as ‘Impassable Terrain’.

COMMAND ABILITIES
The following additional command abilities can be used in this battle:

Pinning Volleys: The defenders make use of the terrain’s bottleneck and strategically placed war machines to overwhelm the foe with merciless volleys.
The Defender can use this command ability in their shooting phase. If they do so, they can pick up to D3 enemy units on the battlefield and roll a dice for each unit. On a 4+, that unit suffers D3 mortal wounds.

We Must Break Through!: Desperation forces the attacking army to overcome insurmountable odds to defeat the foe.
The Attacker can use this command ability once per turn in their hero phase. If they do so, they can pick 1 friendly unit within 12" of a friendly HERO. That unit can make a normal move, but it cannot run.

BATTLE LENGTH
The battle lasts until a player wins a major victory or for 4 battle rounds, whichever happens first.

GLORIOUS VICTORY
The Defender wins a major victory if the attacking army is destroyed before the battle ends. The Defender wins a minor victory if there are no enemy units wholly within 12" of the objective at the end of the battle.

The Attacker wins a major victory if they control the objective at the end of the battle. The Attacker wins a minor victory if there are 3 or more friendly units wholly within 12" of the objective at the end of the battle. If none of the above conditions have been met at the end of the battle, the battle is a draw.


Battleplan

Assault on the Arx Terminus

Playing into Katakros’ hands, an army of the Eightpoints mounts a desperate attack against the formidable Arx Terminus.

Bombarded by siege engines and enemy missiles, they must push on and secure the walls, opening a path for their fellow warriors.


SIEGE WARFARE
Use the Siege Warfare rules.

THE ARMIES
Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.

THE BATTLEFIELD
The Attacker picks 3 different terrain features in the Defender’s territory to be siege targets.

Next, the Defender secretly picks 3 different terrain features anywhere on the battlefield to be treacherous defences.

SET-UP
The Defender sets up their army first. The Defender must set up their units anywhere wholly within their territory. The Attacker must then set up their army wholly within their territory. The territories are shown on the map.

SIEGE TARGETS
The besiegers attempt to destroy the fortress’s deadly artillery and force breaches along its great walls.
A player controls a siege target when the terrain feature is garrisoned by friendly units.

TREACHEROUS DEFENCES
The fortifications of the Arx Terminus have been erected with cruel cunning to punish those who lay siege to it.
If an enemy unit finishes any move within 1" of a treacherous defence, the Defender can reveal that terrain feature to be a treacherous defence. If they do so, they must roll a dice for each enemy unit within 6" of that terrain feature. On a 4+, that unit suffers D3 mortal wounds. In addition, halve the Move characteristic of that unit until the end of the battle round.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The Attacker wins a major victory if they control all 3 siege targets at the end of the battle.

The Defender wins a major victory if the Attacker controls 1 or none of the siege targets at the end of the battle.

If the Attacker controls 2 siege targets at the end of the battle, the battle is a draw.


Battleplan

Angazkul-Grend

The forge-city of Angazkul-Grend is a sprawling centre of infernal industry. Its cursed factories arm the hordes of the Everchosen and provide daemonic siege engines for Archaon’s ceaseless wars. By smashing the forge-city to rubble, Mortarch Katakros plans to deny his enemy a potent source of weaponry and armour.

THE ARMIES
Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Attacker. Their opponent is the Defender.

OBJECTIVES
Set up 3 objectives as shown on the map. These will be referred to as ‘Daemon Forges’.

SET-UP
The players alternate setting up units one at a time, starting with the player that won the roll-off. Players must set up units wholly within their own territory, 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, their opponent must set up the rest of the units in their army, one after another.

REINFORCEMENTS
A centre of nightmarish industry for Archaon’s legions, Angazkul-Grend is home to multitudes of daemonic nightmares.
At the end of each battle round, the Defender can call for additional troops and roll a dice. Add 1 to the roll for each Daemon Forge that the Defender controls. On a 5+, 1 unit will arrive on the battlefield.

The Defender adds either 1 unit of 2 or more models with a combined Wounds characteristic of 10 or less or 1 HERO or MONSTER with a Wounds characteristic of 8 or less to their army. Any units that arrive must be set up within 6" of the battlefield edge, wholly within the Defender’s territory as shown on the map and more than 9" from any enemy units.

DAEMON FORGES
The smoke-spewing infernal forges of Angazkul-Grend conceal many threats.
If the Attacker controls any Daemon Forges at the end of a battle round, those Daemon Forges are razed and removed from the battlefield.

Each time a Daemon Forge is razed, the Attacker can return D3 slain models to each friendly unit on the battlefield. Set up any returned models within 1" of the friendly unit and more than 3" from any enemy models.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If the Defender controls 2 or more objectives at the end of the battle, they win a major victory.

If the Attacker has razed 2 or more objectives at the end of the battle, they win a major victory.

Otherwise, the battle is a draw.


Battleplan

The Fate of the Eightpoints

The threat of Mortarch Katakros has driven Archaon to set aside his campaigns of ruin. He has returned to the Varanspire to drive the enemy from his seat of power, the full might of the Dark Gods at his back. At the climactic moments of their first, fateful encounter, these military savants engage in single combat while their warriors kill and die around them.

THE ARMIES
Each player picks an army as described in the core rules, and then they roll off. The player who won the roll-off picks which player is the Invader. Their opponent is the Defender.

SET-UP
The players alternate setting up units one at a time, starting with the player who won the roll-off. Players must set up units wholly within their own territory, more than 6" from enemy territory and more than 6" from the area marked as ‘Locked in Combat’. The territories and areas are shown on the map.

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

LOCKED IN COMBAT
As the battle rages around them, the tyrants meet in single combat.
After armies have been set up, each player must pick 1 friendly HERO to be their champion for the battle. If either player’s champion has a Wounds characteristic of 19 or less, that champion is treated as having a Wounds characteristic of 20 for this battle.

Set up both champions within 3" of each other at the centre of the Locked in Combat area. Only the champions can enter that area. In addition, the champions cannot be picked to be the target of spells, abilities, command abilities or attacks of any kind (friend or foe) made by any unit other than themselves or the enemy champion.

CHAMPIONS’ ABILITY
Both champions gain the following ability:

Too Much to Lose: With the weight of the realm on their shoulders, neither champion will easily suffer defeat.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

In addition, if a rule for an ability or spell would cause either champion to be slain, that champion suffers D6 mortal wounds instead.

THE FINAL RECKONING
Each warlord knows that all will be decided by this final, climactic battle.
At the end of each battle round, each player adds up the Wounds characteristics of all enemy models that were slain during that battle round. The player with the higher total can heal D3 wounds allocated to their champion.

BATTLE LENGTH
The battle ends when one of the champions is slain.

GLORIOUS VICTORY
The Defender wins a major victory if the Invader’s champion is slain. The Invader wins a major victory if the Defender’s champion is slain. If both champions are slain at the same time, the battle is a draw.

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.
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.
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021