General’s Handbook 2025-26


Books

BookKindEditionLast update
  General’s Handbook 2025-26
  General’s Handbook 2025-26Expansion4June 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4June 2025
  Using the Scourge of Ghyran Rules
  Using the Scourge of Ghyran RulesExpansion4May 2025
Matched Play Battlepack

General’s Handbook 2025-26

1. Pick Your Armies

Each player picks an army using the rules in Army Composition 2025-26 (Advanced Rules).

Advanced Rules

In addition to the Core Rules and the Season Rules 2025- 26, this battlepack uses the following Advanced Rules:
  • Battle Tactics 2025-26
  • Commands 2025-26
  • Terrain 2025-26
  • Magic 2025-26
  • Army Composition 2025-26
  • Command Models

2. Determine the Battleplan

One player rolls a dice to determine which battleplan table to use. On a 1-3, use battleplan table 1. On a 4-6, use battleplan table 2. The other player then rolls a dice to determine the battleplan. Alternatively, feel free to pick the battleplan you wish to play.


3. Set Up the Battlefield

Attacker and Defender

The players roll off. The winner chooses which player is the attacker and which is the defender.

Objectives and Terrain

This battlepack contains 6 special objectives called Ghyranite objectives: 2 Oakenbrow objectives, 2 Gnarlroot objectives, 1 Winterleaf objective and 1 Heartwood objective. The objective itself is the 40mm-diameter circle located in the centre, while the surrounding area extending 3" from the objective is the control zone. To contest a Ghyranite objective, a unit must be within the control zone of that Ghyranite objective.

The defender sets up Ghyranite objectives in the locations indicated on the battlefield map. The objectives must be those indicated on the battlefield map; for example, if the map shows an Oakenbrow objective, the Oakenbrow objective must be set up in that location.

Then, the defender sets up terrain features. We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all Ghyranite objectives and more than 6" from all other terrain features. Alternatively, the battlefield can be set up as shown on the corresponding battlefield terrain layout map while maintaining the distance restrictions between the battlefield edge, objectives and other terrain features as detailed above.

Territory

After Ghyranite objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory. The players then resolve the deployment phase. The attacker begins deployment (Core Rules, 10.0).

Battle Length

Battles that use this battlepack last for 5 battle rounds.

Glorious Victory

Each battleplan will describe how to score victory points. At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 more victory points than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.

Battle Tactics

If you are using this battlepack, you must pick battle tactics cards from this battlepack to add to your army roster during army composition.

At the start of the battle, you must reveal your choice of battle tactics cards to your opponent. If the battle tactics card instructs you to pick something, you must tell your opponent what you pick and vice versa.

Battlefield Size

The battleplans in this battlepack have been designed for 1000- or 2000-point battles and we recommend a 44" × 60" battlefield with 8 terrain features. However, some players prefer to use a 30" × 44" battlefield with 4 terrain features for 1000-point battles.

If you have agreed on a points limit outside these bounds, feel free to adjust the battlefield size and number of terrain features appropriately.

Matched Play Publications 2025-26

As Warhammer Age of Sigmar continues to grow, naturally, we will continue to write rules for the game. However, when you are playing competitively, sometimes it’s hard to know which of these rules are ‘legal’ – in other words, which rules you can use in Matched Play battles. On this page, we’ve provided a handy at-a-glance list that shows you all the publications whose rules you are allowed to use in Matched Play battles.

CORE
  • Warhammer Age of Sigmar Core Book
  • General’s Handbook 2025-26
  • Warhammer Age of Sigmar Faction Packs
  • Battle Profiles & Rules Updates
  • Battletome publocations, excluding Warhammer Legends rules


BATTLETOMES
Throughout this edition of Warhammer Age of Sigmar, we will be releasing battletomes for each faction. Battletomes contain additional and/or updated faction rules, which include battle traits, battle formations and enhancements. When a battletome is released, it will supersede the rules set out in the Faction Pack for that faction.

Digital Updates

We sometimes release digital updates on warhammer-community.com. When we do, we will say whether that rules set is legal for use and, if so, in which types of battlepacks it can be used.

Battlescrolls

Battlescrolls are rules updates that focus on balancing the game meta more actively. Sometimes they are simply useful summaries of corrections that also appear in the relevant errata documents. At other times, they appear as sets of entirely new rules that, while not compulsory, are highly recommended for use in Matched Play battles. The rules in battlescrolls will always be used at o’cial Warhammer Age of Sigmar events.

Errata

Periodically, we release errata documents for our publications that correct any errors. These include things like outright mistakes, rules that didn’t quite work the way we intended them to, and rules that have had an unforeseen and undesirable impact on the game meta. The errata documents are considered to be part of the publications that they are correcting, so we don’t list them separately here.

Season Rules 2025-26

Gyranite Objectives

The battleplans in the General’s Handbook 2025-26 battlepack use the following Ghyranite objective markers:

Each Ghyranite objective marker comprises a 40mm-diameter round objective that is wholly within and surrounded by a control zone.

Contesting Ghyranite Objectives

While a Ghyranite objective is within a model’s combat range, that model is contesting that objective. While any models in a unit are contesting a Ghyranite objective, that unit is contesting that Ghyranite objective.


Paired Objectives

Some battleplans will use more than one of the same type of Ghyranite objective. For example, they could include two Oakenbrow objectives and/or two Gnarlroot objectives. In these battleplans, the rules refer to two of the same type of Ghyranite objective as a pair or paired. When a rule requires a player to control a pair of objectives, the player has to control both objectives in that pair.

When a player has to pick ‘a pair of objectives’, they can only pick a single pair of Ghyranite objectives of the same type. For example, that player could pick either both Oakenbrow objectives or both Gnarlroot objectives. They could not pick an Oakenbrow objective and a Gnarlroot objective, or both Oakenbrow objectives and both Gnarlroot objectives.

Obscured Ghyranite Objectives

Some abilities can confer the ‘Obscuring’ terrain ability on a Ghyranite objective, even though it is not a terrain feature. In these cases, replace the words ‘within 1" of this terrain feature’ in the ability with ‘wholly within this Ghyranite objective’s control zone’.

Regimented Forces

If a player has more regiments than their opponent at the start of the battle, then once per battle, that player can re-roll their priority roll after seeing the result of both players’ rolls but before determining priority for that battle round.

Using The Scourge of Ghyran Rules

The Scourge of Ghyran rules are a set of seasonal rules that include additional faction rules and alternative warscrolls for every faction. These rules are for use in battles that use the General’s Handbook 2025-26 battlepack.

SCOURGE OF GHYRAN WARSCROLLS
If you wish to use a Scourge of Ghyran warscroll, every instance of that unit in your army must use that warscroll. You cannot use the printed (i.e. battletome or faction pack) version of the warscroll for one unit and the Scourge of Ghyran warscroll for another.

If you decide to use the Scourge of Ghyran version of a warscroll, you do not have to use all other Scourge of Ghyran warscrolls for your faction.

In addition, other rules that interact with the printed version of that unit interact with the Scourge of Ghyran version too. For example, a rule (including regiment options) that calls out a unit type by the name on its warscroll interacts with both the printed version of that unit and the Scourge of Ghyran version; they are synonymous in this regard.

SCOURGE OF GHYRAN FACTION RULES
The additional faction rules consist of a variety of battle formations, artefacts of power tables, heroic traits tables, special enhancement tables (such as monstrous traits), spell lores and prayer lores.

When picking your army’s battle formation, you can pick 1 of the Scourge of Ghyran battle formations available to your faction instead of any others available to it. In other words, you can still only pick 1 battle formation for your army.

If you pick from a Scourge of Ghyran artefacts of power or heroic traits table, you pick from that table instead of other such tables available to your faction, not in addition to. This is stated in the rules that accompany the relevant table.

Some of the Scourge of Ghyran enhancement tables are special enhancements unique to that faction, for example monstrous traits. This is an enhancement table available to your faction like any other; therefore, you can pick 1 enhancement from it for your army, as per the Army Composition rules, 4.1.

We hope that you enjoy using the Scourge of Ghyran rules and that they add a fun new dimension to your faction!

Battle Tactics 2025-26

1.0 Battle Tactics Overview

During a battle, each player can score extra victory points by completing battle tactics from a battle tactics card. You can pick up to 2 battle tactics cards for your army during army composition, and the battle tactics cards you pick must be marked on your army roster.

Before deployment, you must tell your opponent which battle tactics cards you have picked for your army.

Each battle tactics card has 3 battle tactics: 1 Affray battle tactic, 1 Strike battle tactic and 1 Domination battle tactic. You must complete the Affray battle tactic on that card before you can complete the Strike battle tactic on that card. Similarly, you must complete the Strike battle tactic on that card before you can complete the Domination battle tactic on that card.

You can complete 1 battle tactic on each of your battle tactics cards at the end of each of your turns unless specified otherwise on that battle tactics card.

2.0 Seizing The Initiative

If the player who went second in the previous battle round wins the priority roll and chooses to go first, unless their opponent is leading by 11 or more victory points, it is called seizing the initiative.

When a player seizes the initiative, their opponent always counts as the underdog until that opponent seizes the initiative.

A player who seizes the initiative cannot complete any battle tactics in that turn.

3.0 Completing Battle Tactics

If, at the end of your turn, you have completed a battle tactic as described above, you score the number of victory points shown for that battle tactic.

  • Battle tactics cards are picked during Army Composition and are written on your army roster.
  • Each battle tactics card has 3 battle tactics: 1 Affray, 1 Strike and 1 Domination.
  • Battle tactics are completed during your turn.
  • Unless otherwise stated, you can complete 1 battle tactic on each of your battle tactics cards in each of your turns (i.e. up to 2 battle tactics in each of your turns).
  • You must complete the Affray battle tactic on a card before you can complete the Strike, and you must complete the Strike before you can complete the Domination.
  • Unless your opponent is in the lead by 11 or more victory points, you ‘seize the initiative’ if you win priority and choose to go first in the next battle round (resulting in you having two turns in a row).
  • If you seize the initiative, you cannot complete any battle tactics that turn and your opponent counts as the underdog until they seize the initiative.

BATTLE TACTICS CARD 1

Master the Paths

The verdant of Neos resist the stamp of armies and conquerors. To slip along those paths takes woodsmen of great skill.

AFFRAY: CUT OFF THE HEAD
Fall upon the leaders of the foe without warning.
You complete this battle tactic at the end of your turn if an enemy HERO has been destroyed this battle.
5
VICTORY
POINTS
STRIKE: SEIZE THE PATHS
Open tunnels through the foliage are a vital boon. Force the enemy from them.
You complete this battle tactic at the end of your turn if there are more friendly units in neutral territory than enemy units.

If there is no neutral territory in the battleplan you are playing, you complete this tactic at the end of your turn if there are no enemy units within friendly territory.
5
VICTORY
POINTS
DOMINATION: ENVELOP AND STRANGLE
Ensure no corner of the Neosian undergrowth is beyond your reach.
You complete this battle tactic at the end of your turn if at least 3 different friendly units are each wholly within 9" of a different corner of the battlefield and only 1 of those corners is wholly within friendly territory. No more than 1 of those units can have been set up this turn.
5
VICTORY
POINTS

BATTLE TACTICS CARD 2

Restless Energy

Do not rest upon your laurels. Expand. Grow. Conquer.

AFFRAY: WATER WITH BLOOD
Sometimes, red must help the green to flourish.
You complete this battle tactic at the end of your turn if you control an objective that was controlled by your opponent at the start of your turn.
5
VICTORY
POINTS
STRIKE: INVASIVE SPECIES
Reach your vines and tendrils deep into the territory of the opposition.
You complete this battle tactic at the end of your turn if you control every objective within enemy territory. If there are no objectives within enemy territory, you complete this battle tactic at the end of your turn if you control every objective that was controlled by your opponent at the start of your turn.
5
VICTORY
POINTS
DOMINATION: ALL ROOTS ENTWINED
The cycle will only achieve its true potential when it is brought under your rule.
You complete this battle tactic at the end of your turn if you control every objective on the battlefield.
5
VICTORY
POINTS

BATTLE TACTICS CARD 3

Intercept and Recover

There are many who would thieve Neos's life-giving relics. Recover them - either for noble purposes or in furtherance of darker goals...

AFFRAY: STOLEN SEEDPOD
Plucked from the branches of one of the towering trees of Neos, this seed contains a core of raw potential.
You complete this battle tactic at the end of your turn if at least 1 enemy unit carrying a Ghyranite Treasure has been destroyed this battle.
5
VICTORY
POINTS
STRIKE: CONTRABAND AQUA GHYRANIS
The Oakenbrow zealously guard Neos's many springs of Aqua Ghyranis, but their gaze cannot be everywhere ...
You complete this battle tactic at the end of your turn if at least 2 enemy units carrying a Ghyranite Treasure have been destroyed this battle.
5
VICTORY
POINTS
DOMINATION: LEY LINE TAPROOT
Pulsing with the power of the ley lines, this root glows with the power to work wonders - or horrors.
You complete this battle tactic at the end of your turn if at least 3 enemy units carrying a Ghyranite Treasure have been destroyed this battle.
5
VICTORY
POINTS

BATTLE TACTICS CARD 4

Wrathful Cycles

Even in joyous Neos, nature can change without warning. Embody its mercilessness as you turn the tide

AFFRAY: DEFIANT SURGE
Use the invigoration that floods you to overwhelm the enemy.
You complete this battle tactic at the end of your turn if you control more objectives than your opponent.
5
VICTORY
POINTS
STRIKE: DARING RESURGENCE
Life always fights to endure. Draw upon that vitality now.
You complete this battle tactic at the end of your turn if you are the underdog this battle round, there is at least 1 friendly unit on the battlefield and at least half of the friendly units on the battlefield (rounding up) used a FIGHT ability this turn.
5
VICTORY
POINTS
DOMINATION: MASTER OF STRATEGY
Victory blooms from victory, growing greater by the moment.
You complete this battle tactic at the end of your turn if there is a different friendly unit wholly within each large quarter of the battlefield, you control more objectives than your opponent, and there are no enemy units contesting any objectives that you control.
5
VICTORY
POINTS

BATTLE TACTICS CARD 5

Scouting Force

Even in joyous Neos, nature can change without warning. Embody its mercilessness as you turn the tide

At the start of the battle, every friendly non-HERO INFANTRY and non-HERO CAVALRY unit wholly within friendly territory becomes a scout unit. You cannot complete these battle tactics with scout units that are in combat. Replacement units that replace scout units are also scout units.
AFFRAY: RAIDING PARTY
Ensure the foe knows you will brave their domains.
You complete this battle tactic at the end of your turn if there are 3 or more friendly scout units wholly outside friendly territory.
5
VICTORY
POINTS
STRIKE: BOLD EXPLORERS
Only the brave will plunge deep into the ever-seething heart of Neos.
You complete this battle tactic at the end of your turn if 3 or more objectives or terrain features that you control, in any combination, are being contested by any friendly scout units. Those objectives and terrain features must be within enemy territory.
5
VICTORY
POINTS
DOMINATION: COURAGEOUS ADVENTURERS
The depths of the forest hold many secrets. Make sure they are yours.
You complete this battle tactic at the end of your turn if a friendly scout unit that was not set up this turn is contesting a terrain feature that you control, that is wholly within enemy territory, and that is more than 6" from friendly territory.
5
VICTORY
POINTS

BATTLE TACTICS CARD 6

Attuned to Ghyran

The air of Neos is strangely febrile, as if the will of the realm crackles there. One could heed it, perhaps ...

AFFRAY: SACRED CENTRALITY
Assemble at the heart of the field, as the druids once did around their holy henges.
You complete this battle tactic at the end of your turn if there are at least 2 friendly units within 3" of the centre of the battlefield that are not in combat.
5
VICTORY
POINTS
STRIKE: FEY STRIKES
Slip in and out of the melee like the cackling spites of the deep woods.
You complete this battle tactic at the end of your turn if all of the following are true:
  • At least 2 friendly units used a RETREAT ability this turn. Those units are the lure units.
  • At least 2 other friendly units used a CHARGE ability this turn and at least 1 of those units ended the charge move in combat with an enemy unit from which any of the lure units retreated.
5
VICTORY
POINTS
DOMINATION: PURIFICATION RITES
New birth sometimes demands a matching price in death ...
You complete this battle tactic at the end of your turn if there are no enemy units within friendly territory and no enemy units within neutral territory.
5
VICTORY
POINTS

Battleplan Maps

Overview

The battleplan maps show the player territories and the locations where terrain and objectives should be placed on the battlefield.

Player Territories

Each battleplan map shows two territories: one red (Attacker’s Territory) and one blue (Defender’s Territory).

Objectives Locations

The locations of Ghyranite objectives are indicated on the battleplan maps by the following icons.

Each icon represents the Ghyranite objective including its control zone. Where an objective icon is shown on the map, you must place the corresponding objective marker on the battlefield centred on the location of the objective icon shown on the map. For example, where the map shows an Oakenbrow objective icon, place an Oakenbrow objective on the battlefield in that location.

Terrain Locations

The terrain location icons show where terrain features should be set up and what type of terrain should be placed in each terrain location. The following key shows which terrain features correspond to which icons:
AREA TERRAIN OR OBSTACLE
MEDIUMSMALL

OBSCURING TERRAIN
MEDIUMSMALL

PLACE OF POWER
MEDIUMSMALL

Scoring Sheet 2025-26

At the conclusion of a Matched Play battle, the player who has scored the most victory points is declared the winner.

Victory points can be scored in a variety of different ways, so it is vital to be able to track the methods by which victory points are scored and the number of victory points that have been scored by each player. We have provided a scoring sheet template opposite so that you can track the progress of your battles. You can find a scoring sheet printable copy below:


On the scoring sheet, there’s space at the top to record the battleplan being played and the points limit for the battle. Beneath that are two sections: one for the attacker’s information and one for the defender’s information.

After determining who will be the attacker and who will be the defender, write each player’s name and their army’s faction in the appropriate sections.

There are spaces in both the attacker and the defender sections to record the victory points scored in each battle round. In addition, there are tick boxes to track which battle tactics have been completed and which player had priority in each battle round. The abbreviations ’A’, ’S’ and ’D’ stand for Affray, Strike and Domination respectively.

At the end of the battle, both players can mark the result of the battle in the section at the bottom of the sheet.
Battleplan 1 (Table 1)

Passing Seasons

TWIST: In battle rounds 2 and 4, if you are the underdog, you can use the ‘Burgeoning Rejuvenation’ ability. In battle rounds 3 and 5, while you are the underdog, your army has the ‘Powerful Resurgence’ ability.

Once Per Battle Round, Start of Battle Round
BURGEONING REJUVENATION
Effect: Pick 1 of the following:
  • Heal (D3) every friendly unit contesting an Oakenbrow objective.
  • For the rest of the battle round, while a friendly unit is contesting a Gnarlroot
    - If it has a ward save, add 1 to ward rolls for that unit.
    - If it does not have a ward save, it has WARD (6+).

Passive
POWERFUL RESURGENCE
Effect: Add 1 to wound rolls for combat attacks made by friendly units while they are contesting a Gnarlroot objective.


Each player scores victory points at the end of each of their turns as follows:
  • In battle rounds 1, 3 and 5, score 5 victory points for each Gnarlroot objective that you control.
  • In battle rounds 2 and 4, score 5 victory points for each Oakenbrow objective that you control.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 2 (Table 1)

Paths of the Fey

TWIST: If you are the underdog, you must use the ‘The Spirit Paths Open’ ability. Both players can use the ‘Stumbling Forth’ ability.

Once Per Battle Round, Start of Battle Round
THE SPIRIT PATHS OPEN
Declare: Pick 2 objectives to be the targets.

Effect: All units within 6" of any target objectives must be removed from the battlefield by their commander. Those units are vanished. Then, starting with you, players must take it in turns to set up each friendly vanished unit wholly within 6" of either target objective and more than 3" from all enemy units. Each model must be set up as close to that objective as possible. Those units cannot use MOVE abilities in the first movement phase of the battle round. If it is impossible for a unit to be set up in this way, it is set up in reserve as a lost unit.

Your Movement Phase
STUMBLING FORTH
Declare: Pick a friendly lost unit (see above) to be the target.

Effect: Set up the target on the battlefield, more than 9" from all enemy units and wholly within 7" of a battlefield edge.


Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control at least 1 objective.
  • Score 3 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 3 (Table 1)

Roiling Roots

TWIST: If you are the underdog, you must use the ‘Tangling Tendrils’ ability:

Once Per Battle Round, Start of Battle Round
TANGLING TENDRILS
Declare: Pick a pair of objectives to be the targets.

Effect: For the rest of the battle round, units (friendly and enemy) have STRIKE-LAST while they are contesting either target objective.

Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control at least 1 objective.
  • Score 3 victory points if you control any pairs of objectives.
  • Score 2 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 4 (Table 1)

Cyclic Shifts

TWIST: If you are the underdog, you can use the ‘Unpredictable Evolution’ ability:

Once Per Battle Round, Start of Battle Round
UNPREDICTABLE EVOLUTION
Declare: Pick a pair of objectives to be the targets.

Effect: The target objectives are no longer controlled by either player (if they were) and they cannot be controlled this battle round.

Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control at least 1 objective.
  • Score 3 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 5 (Table 1)

Surge of Slaughter

TWIST: If you are the underdog, you can use the ‘Defence of the Realm’ ability:

Once Per Battle Round, Start of Battle Round
DEFENCE OF THE REALM
Declare: Pick a pair of objectives to be the targets.

Effect: For the rest of the battle round, add 1 to the Rend characteristic of friendly units’ melee weapons while they are contesting either of the target objectives.

Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control at least 1 objective.
  • Score 3 victory points if you control any pairs of objectives.
  • Score 2 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 6 (Table 1)

Linked Ley Lines

TWIST: While you are the underdog, your army has the ‘Rooted in the Realm’ and ‘Full of Life’ abilities:

Passive
ROOTED IN THE REALM
Effect: Friendly units’ weapons have Anti-MANIFESTATION (+1 Rend) while those units are a contesting an objective that is both controlled by you and on a linked ley line (see below).

Passive
FULL OF LIFE
Effect: Friendly MANIFESTATIONS have STRIKE-FIRST.

A linked ley line is formed across the battlefield (long edge to long edge or short edge to short edge) while one player controls all the objectives on that line.

Each player scores victory points at the end of each of their turns as follows:
  • Score 3 victory points if you control at least 1 objective.
  • Score 3 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control any pairs of objectives.
  • Score 2 victory points if you control all of the objectives on a linked ley line.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 1 (Table 2)

Noxious Nexus

TWIST: If you are the underdog, you can use the ‘Caustic Sap’ ability:

Once Per Battle Round, Start of Battle Round
CAUSTIC SAP
Declare: Pick an objective. Each unit contesting that objective is a target.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If you picked the Heartwood objective, roll a D6 for each target instead.

Objectives cannot be controlled in the first battle round.

Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control the Oakenbrow objective.
  • Score 3 victory points if you control the Gnarlroot objective.
  • Score 2 victory points if you control the Heartwood objective.

In addition, at the end of the battle, a player scores 10 victory points if they control the Heartwood objective.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 2 (Table 2)

The Liferoots

TWIST: If you are the underdog, you can use the ‘Life Begets Life’ ability:

Once Per Battle Round, Start of Battle Round
LIFE BEGETS LIFE
Declare: Pick a friendly unit that has all of its models within 1" of a terrain feature to be the target.

Effect: Return 1 slain model to the target unit.

Each player scores 1 liferoot point at the end of each of their turns for each terrain feature they control.

Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control at least 1 objective.
  • Score 3 victory points if you control both objectives.
  • Score 2 victory points if you have more liferoot points than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 3 (Table 2)

Bountiful Equinox

TWIST: If you are the underdog, you can use the ‘Rejuvenating Bloom’ ability:

Once Per Battle Round, Start of Battle Round
REJUVENATING BLOOM
Declare: Pick an objective to be the target.

Effect: Heal (3) each unit (friendly and enemy) contesting the target objective.

Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control at least 1 objective.
  • Score 3 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control at least 1 Oakenbrow , 1 Gnarlroot and 1 Heartwood objective.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 4 (Table 2)

Lifecycle

TWIST: At the start of the second battle round, the underdog must use the ‘Lifecycle’ ability. If there is no underdog, the players roll off and the winner must use the ‘Lifecycle’ ability:

Once Per Battle, Start of Second Battle Round
LIFECYCLE
Effect: Pick either the Oakenbrow or the Gnarlroot objective to be the primary objective. At the start of each subsequent battle round, the next objective in the cycle becomes the primary objective. The objectives before and after the primary objective in the cycle order (see below) are the secondary objectives.

CYCLE ORDER

Each player scores victory points at the end of each of their turns as follows:
  • Score 4 victory points if you control at least 1 objective.
  • Score 2 victory points if you control more objectives than your opponent.
  • Score 4 victory points if you control both the Oakenbrow and Gnarlroot objectives (first battle round only).
  • Score 2 victory points if you control the primary objective.
  • Score 1 victory point for each secondary objective that you control.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 5 (Table 2)

Creeping Corruption

TWIST: If you are the underdog, you can use the ‘Pulsing Life Energies’ ability:

Once Per Battle Round, Start of Battle Round
PULSING LIFE ENERGIES
Declare: Pick an objective you control and 1 other objective (whether you control it or not). Draw a line between the centres of those objectives. Then, choose propagation or corruption.

Effect: Apply the appropriate effect:

Propagation: Add 1 to casting rolls, chanting rolls and banishment rolls for each unit crossed by the line for the rest of the turn.

Corruption: Inflict D3 mortal damage on each unit crossed by the line.

Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control at least 1 objective.
  • Score 3 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Battleplan 6 (Table 2)

Grasp of Thorns

TWIST: If you are the underdog, you can use the ‘Carnivorous Flora’ ability:

Once Per Battle Round, Start of Battle Round
CARNIVOROUS FLORA
Declare: Pick an objective to be grasping.

Effect: Roll a dice for each unit contesting that objective. On a 3+, every model in that unit that is within the control zone of that objective is entangled for the rest of the battle round.

Entangled models must stay within the control zone of the grasping objective for the rest of the battle round. While a unit has any entangled models, it cannot be removed from the battlefield by an ability that would allow it to be set up elsewhere on the battlefield.

Each player scores victory points at the end of each of their turns as follows:
  • Score 5 victory points if you control at least 1 objective.
  • Score 3 victory points if you control 2 or more objectives.
  • Score 2 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
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.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

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

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

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Obscuring
A unit cannot be targeted by shooting attacks made by enemy units that are not within its combat range if it is behind or wholly on this terrain feature, unless it has the FLY keyword.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits, mount traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once.
4.2 Lores
You can pick 1 spell lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore.

You can pick 1 prayer lore available to your faction. If you do, all PRIESTS in your army know all prayers from that lore.

You can pick 1 manifestation lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore, and all PRIESTS know all prayers from that lore.
Determine the Underdog
Whichever player has the fewest victory points is the underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog, unless otherwise specified.
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.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • 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.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

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

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

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

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

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

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

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

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

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

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

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

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

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

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

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

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

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

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

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

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

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

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

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

Declare: Make a chanting roll of D6.

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

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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