_Test

CORE RULES

1.0 Core Concepts

Battles in Warhammer Age of Sigmar arc fought on a surface that is referred to as the battlefield. Each battle uses a scenario called a battleplan, which will explain how to set up the battlefield and how to determine the winner.

Each player is the commander of an army. Each army belongs to a faction and is made up of groups of models called units. Models and units in your army are referred to as friendly models and units, and models and units in your opponent’s army are referred to as enemy models and units.

2.0 Tools OF War

To fight a battle, you will need:


2.1 Measuring Distances

Distances in Warhammer Age of Sigmar are measured in inches ("), between the closest points on the bases of the models you’re measuring to and from. You can measure distances whenever you wish. When measuring the distance between units, always measure the distance between the closest points on the bases of the closest models in each unit. If a model does not have a base, measure to and from the closest point on the model instead.

2.1.1 Within And Wholly Within

Paper Corners

These rules explain how you can earn command points to use powerful commands that allow you to react to abilities and interact in your opponent’s turn. If you are not using the Commands rules, ignore any abilities that have the command point symbol in the corner.

Paper Corners Red

  • Any ability with a command point cost () is a command.
  • Each player gains 4 command points at the start of each battle round.
  • The underdog gains 1 extra command point.
  • Each unit can only use 1 command in each phase.
  • Each command can only be used 1 time by each army in each phase.
  • You must pay the command point cost to use a command.

Paper Corners Blue

Other members of the studio had also put together Path to Glory armies to play through the campaign, Sam had mustered the bloodthirsty warriors of the Blades ofKhorne. Jes had raised the banners of the Slaves to Darkness, and Ben had summoned the phantasmal Nighthaunt to do his bidding.

The players started challenging each other to battles, and the Guardians of Tor Glimris were tested against each army in turn.

BATTLE TACTICS

DEPLOY UNIT: Additional forces take to the field.

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

Effect: Set up the target unit wholly within friendly territory and more than 9" from enemy territory. After you have done so, it has been deployed.
KEYWORDSDEPLOY

DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

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

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN


Abilities

$Table$

Abilities

$Table$

Abilities

$Table$

Abilities

$Table$

Abilities

$Table$

Abilities

$Table$

Abilities

$Table$

Abilities

$Table$
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

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

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

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

Disable Ads



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

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025