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.


WANDERING ENDLESS SPELLS

Ever since the dawn of the Arcanum Optimar, when the arcane laws of the cosmos were thrown into disarray, the realms have been plagued by eruptions of rogue magic – gatherings of sentient spells that sweep across the land in hunting packs, devouring or incinerating everything in their path.


FAQ

Q:If I roll ‘Unleashed Power’ on the behaviour table for a wandering endless spell, is that endless spell removed from the battlefield after the effects of that roll have been resolved?
A:
Yes.
If players agree beforehand, the following rules for wandering endless spells can be used in a Warhammer Age of Sigmar battle.

After armies and any Roaming Monsters have been set up, before the first battle round begins, the players roll off. Starting with the winner, the players alternate picking predatory endless spells one at a time to be included as wandering endless spells in the battle.

Predatory endless spell models and their warscrolls are available in the Warhammer Age of Sigmar: Malign Sorcery supplement, and further predatory endless spell warscrolls are available in some battletomes.

These models are not part of either player’s army and are referred to as ‘wandering endless spells’ in the rules that follow.

Once they have picked a wandering endless spell, the player must set it up on the battlefield. To do so, roll a D3 and consult the map below. The result of the roll and the number of the current battle round determine which point on the map will be used. For example, if it is the first battle round and the player rolls a 2, they would use the point in the centre of the battlefield.

Set up the wandering endless spell within 9" of that point and more than 6" from any units on the battlefield. Do not immediately make a move with the model, even if one of the abilities on its warscroll would normally allow you to do so.

The total number of wandering endless spells set up on the battlefield cannot exceed the total number of artefacts of power in both players’ armies combined. If neither player has any artefacts of power, only 1 wandering endless spell can be set up on the battlefield.

At the start of each battle round after the first, after all predatory endless spells have been moved, the players roll off. Starting with the winner, the players alternate setting up wandering endless spells following the same rules as before.




Volatile by Nature

Wandering endless spells work differently to normal predatory endless spells. They are activated after all predatory endless spells on the battlefield have been moved. The players alternate picking 1 wandering endless spell to activate, starting with the player who has the second turn. Unless otherwise stated, any effects and abilities on their warscrolls can be used as normal and are resolved by the player activating that wandering endless spell.

Each wandering endless spell can be activated once per turn. To do so, roll a D3 and consult the behaviour table below. The behaviour table has 3 columns, each with 6 results. The distance between the wandering endless spell and the closest enemy models determines which column you use. Each roll on the behaviour table has a corresponding action that the wandering endless spell will perform. The action is resolved before the next wandering endless spell is activated.

BEHAVIOUR TABLE
D6IN COMBAT
Within 3" of any enemy models.
CLOSE
Between 3" and 12" from any enemy models.
FAR
More than 12" from any enemy models.
1UnstableSurgeTranslocation
2UnstableSurgeTranslocation
3Unleashed PowerSurgeTranslocation
4Unleashed PowerSurgeTranslocation
5Unleashed PowerUnleashed PowerUnleashed Power
6Unleashed PowerUnleashed PowerUnleashed Power

UNSTABLE
The player activating the wandering endless spell rolls a dice. On a 1-3, the endless spell is immediately dispelled. On a 4-6, each unit within 3" of the endless spell suffers D3 mortal wounds.

TRANSLOCATION
The player activating the wandering endless spell rolls a dice. On a 1-2, nothing happens. On a 3+, the player removes the endless spell model from the battlefield and sets it up again on one of the points shown on the map opposite for the current battle round. If this is not possible, the endless spell model is removed from play.

UNLEASHED POWER
The player activating the wandering endless spell rolls on the Unleashed Power Effects table overleaf and immediately resolves the effects of the roll.

SURGE
The player activating the wandering endless spell must move the model as close as possible to the closest unit, finishing the move at least as close to the closest unit as it was at the start of the move. If there are two or more eligible units, the player activating the wandering endless spell picks which one will be treated as the closest for the purpose of that action.

The distance that the wandering endless spell can move will be noted on its warscroll, as well as any effects or abilities that activate when the model is moved.

Formidable to Behold

At the end of each battle round, starting with the player who took the second turn in that battle round, the players alternate picking 1 wandering endless spell on the battlefield and rolling on the Unleashed Power Effects table. After rolling on the table, the player immediately resolves the effects of the roll for that wandering endless spell and then removes the endless spell model from the battlefield (unless otherwise stated).

Unless noted otherwise, a wandering endless spell model cannot be attacked or affected by spells or abilities; it is treated as a friendly model by all armies for any other rules purposes.

UNLEASHED POWER EFFECTS
D6Effect
1Arcane Implosion: Roll a dice for each unit within 18" of this wandering endless spell. On a 6, that unit suffers D6 mortal wounds.
2Temporal Distortion: Roll a dice for each unit within 12" of this wandering endless spell. On a 6, remove that unit from the battlefield and set that unit up again anywhere on the battlefield more than 9" from any enemy units.
3Null Shockwave: Mark the location of this wandering endless spell with a token before removing the model from the battlefield. Until the end of the next battle round, WIZARDS within 18" of that token cannot make casting, unbinding or dispelling rolls.
4Magical Fissure: Place an identical wandering endless spell wholly within 6" of this wandering endless spell and more than 9" from any units. If it is the end of the battle round, do not remove these models from the battlefield. If it is not possible to set up an identical endless spell, resolve the effect for ‘Arcane Implosion’ instead.
5Transfigured Energy: Replace this wandering endless spell with another from the Wandering Endless Spells table in the same position. If it is the end of the battle round, do not remove this model from the battlefield.
6Arcane Radiance: Roll a dice for each unit on the battlefield. On a 5+, that unit suffers D3 mortal wounds.

ROAMING MONSTERS

The Mortal Realms are home to all kinds of terrible abominations, beings twisted by magic or corruption into hideous, predatory forms. Such creatures know no allegiance beyond their own ravening hunger, and their appearance upon the battlefield heralds a bloodbath of terrible proportions.


If players agree beforehand, the following rules for Roaming Monsters can be used in a Warhammer Age of Sigmar battle.

After armies have been set up but before the first battle round begins, the players roll off. Starting with the winner, players alternate picking units one at a time from the following list:

• 1 Chaos Gargant
• 1 Chimera
• 1 Cockatrice
• 1 Cygor
• 1 Fomoroid Crusher
• 1 Ghorgon
• 1 Jabberslythe
• 1 Mindstealer Sphiranx
• 1 Mutalith Vortex Beast
• 1 Slaughterbrute
• 1 Soul Grinder
• 1 unit of 10 Chaos Warhounds
• 1 unit of 6 Furies
• 1 unit of 6 Raptoryx
• 1 unit of 3 Razorgors

These units are not part of either player’s army and are referred to as ‘Roaming Monsters’ in the rules that follow.

Once they have picked a Roaming Monsters unit, the player must set it up on the battlefield within 1" of a terrain feature and more than 9" from any units in either player’s army.

The total number of Roaming Monsters units set up on the battlefield cannot exceed the total number of artefacts of power in both players’ armies combined. If neither player has any artefacts of power, only 1 Roaming Monsters unit can be set up on the battlefield. Roaming Monsters units are treated as enemy units by both players’ armies, and Roaming Monsters units treat all units except other Roaming Monsters units as enemy units.

Primal Instincts

Roaming Monsters units are activated at the start of each battle round, after any endless spells have been moved but before the first turn begins. The players alternate picking 1 Roaming Monsters unit to activate, starting with the player who has the second turn. Each Roaming Monsters unit can be activated once per battle round. To do so, roll a dice and consult the behaviour table below. The behaviour table has 3 columns, each with 6 results. The distance between the Roaming Monsters unit and the closest enemy models determines which column you use.


BEHAVIOUR TABLE
D6IN COMBAT
Within 3" of any enemy models.
CLOSE
Between 3" and 12" from any enemy models.
FAR
More than 12" from any enemy models.
1DistractedDistractedDistracted
2SpookedHoldHold
3HoldHoldHold
4HoldChargeAdvance
5HoldChargeAdvance
6RampageChargeAdvance


Actions

Each roll on the behaviour table has a corresponding action that the Roaming Monsters unit will perform. These actions have numbered steps that must be resolved immediately in the order they appear by the player activating the unit before the next Roaming Monsters unit can be activated.

Many of the actions require the players to determine the closest model or closest unit. If there are two or more eligible models or units, the player activating the Roaming Monsters unit picks which one will be treated as the closest for the purpose of that action.

DISTRACTED
1. This unit does nothing.

SPOOKED
1. This unit must retreat. If it cannot do so for any reason, it is destroyed.

HOLD
1. This unit can use 1 ability from its warscroll (if it is able to do so).
2. If this unit has any missile weapons, it can shoot. All attacks must target the closest enemy unit.

ADVANCE
1. This unit can use 1 ability from its warscroll (if it is able to do so).
2. This unit makes a normal move. Each model from this unit must finish the move as close as possible to the closest enemy unit.
3. If this unit has any missile weapons, it can shoot. All attacks must target the closest enemy unit.

CHARGE
1. This unit makes a normal move. Each model from this unit must finish the move as close as possible to the closest enemy unit.
2. If this unit has any missile weapons, it can shoot. All attacks must target the closest enemy unit.
3. This unit attempts to make a charge move towards the closest enemy unit.
4. If the first model moved can finish its charge move within ½" of the closest enemy unit, it does so, moving as close as possible to that enemy unit, and the charge is successful. Otherwise, the charge fails and no models from this unit move.
5. If the charge is successful, each model from this unit must finish the charge move as close as possible to the closest enemy unit.

RAMPAGE
1. This unit can use 1 ability from its warscroll (if it is able to do so).
2. If this unit has any missile weapons, it can shoot. All attacks must target the closest enemy unit.
3. Each enemy unit within 1" of any models from this unit suffers D3 mortal wounds.

The Combat Phase

At the start of each combat phase, before any eligible units from either player’s army have been picked to fight, the players take it in turns to pick Roaming Monsters units to fight, starting with the player whose turn is taking place. A Roaming Monsters unit must be within 3" of a unit from a player’s army to be picked to fight.

Once a Roaming Monsters unit has been picked, identify which model from a player’s army is closest to that unit. This model is referred to as their quarry. If two or more models are eligible, the player who picked the unit to fight chooses which one will be their quarry.

Each model in that Roaming Monsters unit piles in towards their quarry and attacks the unit it belongs to with all of its melee weapons that are in range.

Allocating Wounds

When allocating wounds to a Roaming Monsters unit, the player whose turn is taking place chooses which model in the unit to allocate the wounds to (with any restrictions that normally apply).

If a Roaming Monsters unit suffers wounds outside of either player’s turn, the players roll off and the winner chooses which model in the unit to allocate the wounds to.

Do not take battleshock tests for Roaming Monsters units.

At the end of any turn, if a Roaming Monsters unit is split into two or more groups, no models are removed from that unit. Instead, the next time that unit makes any kind of move, the models must reform back into a single group. If they are unable to do so, that unit cannot move.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

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