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General’s Handbook 2025-26 |
General’s Handbook 2025-26 | Expansion | 4 | June 2024 |
Rules Updates |
Rules Updates | Rulebook | 4 | June 2026 |
| 4 | May 2026 |
| 4 | April 2026 |
| 4 | April 2026 |
Using the Scourge of Ghyran Rules |
Using the Scourge of Ghyran Rules | Expansion | 4 | May 2025 |
FAQ
| Q: | Can I complete the same battle tactic multiple times in a battle? |
| A: | No, unless specified otherwise. |
| Q: | Can I complete the same battle tactic multiple times in a battle? |
| A: | No, unless specified otherwise. |
1.0 BATTLE TACTICS OVERVIEW
| Q: | If I have met the conditions to complete a battle tactic can I choose not to complete that tactic at the end of my turn? |
| A: | No. If the conditions are fulfilled and you have not already scored a battle tactic from that card this turn, you must score that battle tactic. |
| Q: | If I have met the conditions to complete a battle tactic can I choose not to complete that tactic at the end of my turn? |
| A: | No. If the conditions are fulfilled and you have not already scored a battle tactic from that card this turn, you must score that battle tactic. |
| Q: | If I have met the conditions to complete a battle tactic can I choose not to complete that tactic at the end of my turn? |
| A: | No. If the conditions are fulfilled and you have not already scored a battle tactic from that card this turn, you must score that battle tactic. |
6.0 ATTACKING (SHOOTING AND COMBAT) COMMANDS
| Q: | If a unit uses ‘All-out Attack’ in the shooting phase and the combat phase, do I subtract 2 from save rolls for that unit? |
| A: | No. Persisting effects ( see 28.1) count as the effects of passive abilities for their duration, so units cannot be affected by the same persisting effect more than once. |
| Q: | If a unit uses ‘All-out Attack’ in the shooting phase and the combat phase, do I subtract 2 from save rolls for that unit? |
| A: | No. Persisting effects ( see 28.1) count as the effects of passive abilities for their duration, so units cannot be affected by the same persisting effect more than once. |
1.2 UNIVERSAL TERRAIN ABILITIES
| Q: | While every model in a friendly non-MONSTER unit is within 1" of an Obscuring terrain feature, are they visible to friendly units? |
| A: | Yes. They are just not visible to enemy units outside of their combat range. |
| Q: | While every model in a friendly non-MONSTER unit is within 1" of an Obscuring terrain feature, are they visible to friendly units? |
| A: | Yes. They are just not visible to enemy units outside of their combat range. |
| Q: | When a Hero uses ‘Activate Place of Power’ and picks Tap the Ley Lines, can they use both the ‘Unbind’ ability and the ‘Banish Manifestation’ ability in the same phase? |
| A: | No. |
| Q: | When a Hero uses ‘Activate Place of Power’ and picks Tap the Ley Lines, can they use both the ‘Unbind’ ability and the ‘Banish Manifestation’ ability in the same phase? |
| A: | No. |
1.5 FACTION TERRAIN
| Q: | If a hero is garrisoning a faction terrain feature, can it still be picked as the target of abilities other than attacks? |
| A: | Yes. |
| Q: | If a hero is garrisoning a faction terrain feature, can it still be picked as the target of abilities other than attacks? |
| A: | Yes. |
BATTLEPLAN: CREEPING CORRUPTION
| Q: | How does damage inflicted by ‘Pulsing Life Energies’ interact with The Shadow Queen’s ‘Iron Heart of Khaine’ ability? |
| A: | Since the damage is inflicted in the Start of Battle Round timing window, before either player’s turn has started, ‘Iron Heart of Khaine’ would have no effect on those damage points. In addition, those damage points would not count towards the limit on damage allocation from ‘Iron Heart of Khaine’ in the next turn. |
| Q: | How does damage inflicted by ‘Pulsing Life Energies’ interact with The Shadow Queen’s ‘Iron Heart of Khaine’ ability? |
| A: | Since the damage is inflicted in the Start of Battle Round timing window, before either player’s turn has started, ‘Iron Heart of Khaine’ would have no effect on those damage points. In addition, those damage points would not count towards the limit on damage allocation from ‘Iron Heart of Khaine’ in the next turn. |
| Q: | Can I use Scourge of Ghyran enhancements, lores and battle formations in an Army of Renown? |
| A: | No. |
| Q: | Can I use Scourge of Ghyran enhancements, lores and battle formations in an Army of Renown? |
| A: | No. |
Matched Play Battlepack
1. Pick Your Armies
Each player picks an army using the rules in
Army Composition 2025-26 (Advanced Rules).
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| Advanced RulesIn 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
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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.
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| Battlefield SizeThe 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. | |
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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.
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| Digital UpdatesWe 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. | |
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| BattlescrollsBattlescrolls 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. | |
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| ErrataPeriodically, 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. | |
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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.
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!
| Q: | Can I complete the same battle tactic multiple times in a battle? |
| A: | No, unless specified otherwise. |
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.
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| - 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.
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BATTLE TACTICS CARD 1
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. | 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. | 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. | VICTORY POINTS |
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BATTLE TACTICS CARD 2
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. | 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. | 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 that can be controlled | VICTORY POINTS |
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BATTLE TACTICS CARD 3
There are many who would thieve Neos’s life-giving relics. Recover them - either for noble purposes or in furtherance of darker goals...
- At the start of the battle, your opponent must pick 3 of their units on the battlefield to be carrying a Ghyranite Treasure. They cannot pick faction terrain features or MANIFESTATIONS. A unit can only carry 1 Ghyranite Treasure. If your opponent has fewer than 3 units on the battlefield, you automatically complete a number of these battle tactics, starting with the Domination battle tactic (followed by the Strike and then the Affray) until the number of remaining uncompleted battle tactics equals the number of enemy units on the battlefield.
- If you went second in the previous battle round and choose to go first in the current battle round, your opponent can remove 1 Ghyranite Treasure from one of their units at the start of the battle round.
- If an ability would remove a unit that was carrying treasure from the battlefield and that unit is not set up again as part of the same ability (e.g. ‘Dark Apotheosis’ or ‘Red Ruin’), before removing that unit from the battlefield, your opponent must give the treasure it was carrying to another one of their units that does not have a Ghyranite treasure within 3" of that unit. If this is not possible, that unit counts as having been destroyed for the purpose of this battle tactics card.
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. | 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. | 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. | VICTORY POINTS |
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| Q: | If your opponent has picked the Intercept and Recover battle tactic card and they destroy 2 or 3 of your units that are carrying Ghyranite Treasure in the same turn, and then they choose to go first after going second in the previous battle round, can you remove a Ghyranite Treasure that has not been scored yet from a destroyed unit? |
| A: | Yes. |
| Q: | If both players have the Intercept and Recover battle tactic card, what is the order in which players pick units to be carrying Ghyranite Treasures? |
| A: | The attacker picks all their units first, then the defender picks all their units. |
BATTLE TACTICS CARD 4
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. | 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. | 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. | VICTORY POINTS |
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BATTLE TACTICS CARD 5
Focused tactics and small formations are key to triumph under the dense canopies of Neos.
At the start of the battle, pick each friendly non-
HERO INFANTRY and non-
HERO CAVALRY unit that was not
set up in
reserve using a Deploy ability to become 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. | 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 or non-FACTION TERRAIN 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. | 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 non-FACTION TERRAIN terrain feature that you control, that is wholly within enemy territory, and that is more than 6" from friendly territory. | VICTORY POINTS |
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BATTLE TACTICS CARD 6
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. | 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 the following are true:
- At least 2 friendly units moved as part of a RETREAT ability this turn. Those units are lure units.
- At least 2 other friendly units charged this turn and at least 1 of those units ended the charge move in combat with an enemy unit from which any lure units retreated.
| 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. | VICTORY POINTS |
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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.
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.
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| Battleplan 1 (Table 1) 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.
BURGEONING REJUVENATIONEffect: 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+).
POWERFUL RESURGENCEEffect: 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 2 (Table 1) TWIST: If you are the underdog, you must use the ‘The Spirit Paths Open’ ability. Both players can use the ‘Stumbling Forth’ ability.
THE SPIRIT PATHS OPENDeclare: Pick 2 objectives to be the targets. Effect: All units, excluding faction terrain and MANIFESTATIONS, 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 3" of either target objective and more than 3" from all enemy units. 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.
STUMBLING FORTHDeclare: 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 3 (Table 1) TWIST: If you are the underdog, you must use the ‘Tangling Tendrils’ ability: TANGLING TENDRILSDeclare: 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 Power |  | Area Terrain or Obstacle |
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| Q: | In the Roiling Roots battleplan, if a unit that has STRIKE-LAST because it is contesting an objective that has been picked as the target of the 'Tangling Tendrils' ability, what happens if the models in that unit that are contesting that objective are slain? | | A: | The unit only has STRIKE-LAST while any models in that unit are contesting that objective. It loses the STRIKE-LAST effect immediately after all of the models that were contesting that objective have been slain and removed from the battlefield. |
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| Battleplan 4 (Table 1) TWIST: If you are the underdog, you can use the ‘Unpredictable Evolution’ ability: UNPREDICTABLE EVOLUTIONDeclare: 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 5 (Table 1) TWIST: If you are the underdog, you can use the ‘Defence of the Realm’ ability: DEFENCE OF THE REALMDeclare: 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 6 (Table 1) TWIST: While you are the underdog, your army has the ‘Rooted in the Realm’ and ‘Full of Life’ abilities: ROOTED IN THE REALMEffect: 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).
FULL OF LIFEEffect: Friendly MANIFESTATIONS have STRIKE-FIRST.
A linked ley line is formed from the middle of one edge of the battlefield to the middle of the opposite 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 1 (Table 2) TWIST: If you are the underdog, you can use the ‘Caustic Sap’ ability: CAUSTIC SAPDeclare: 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 2 (Table 2) TWIST: If you are the underdog, you can use the ‘Life Begets Life’ ability: LIFE BEGETS LIFEDeclare: 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 3 (Table 2) TWIST: If you are the underdog, you can use the ‘Rejuvenating Bloom’ ability: REJUVENATING BLOOMDeclare: 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 4 (Table 2) 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: LIFECYCLEEffect: 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 Power |  | Area Terrain or Obstacle |
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| Battleplan 5 (Table 2) TWIST: If you are the underdog, you can use the ‘Pulsing Life Energies’ ability: PULSING LIFE ENERGIESDeclare: 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 battle round
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 Power |  | Area Terrain or Obstacle |
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| Q: | How does damage inflicted by 'Pulsing Life Energies' interact with The Shadow Queen’s 'Iron Heart of Khaine' ability? | | A: | Since the damage is inflicted in the Start of Battle Round timing window, before either player’s turn has started, 'Iron Heart of Khaine' would have no effect on those damage points. In addition, those damage points would not count towards the limit on damage allocation from 'Iron Heart of Khaine' in the next turn. |
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| Battleplan 6 (Table 2) TWIST: If you are the underdog, you can use the ‘Carnivorous Flora’ ability: CARNIVOROUS FLORADeclare: 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. That objective cannot be moved while there are any entangled models contesting it.
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 Power |  | Area Terrain or Obstacle |
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Each Advanced Rules section is designed to be modular, allowing each
battlepack to specify which Advanced Rules to use with that battlepack. The
General’s Handbook 2025-26 battlepack uses the following Advanced Rules modules:
COMMANDS 2025-26
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.
TERRAIN 2025-26
These rules go into more detail about how your models interact with
terrain features, such as how they can take cover or even draw power from arcane nexuses.
MAGIC 2025-26
If you’d like to wield unlimited mystical power by including
WIZARDS,
PRIESTS and
manifestations in your battles, see
Magic.
ARMY COMPOSITION 2025-26
If you’re ready to build your own
army roster and customise your army with
regiments,
battle formations and
enhancements, see
Army Composition.
COMMAND MODELS
Here you will find rules for special models called
champions,
standard bearers and
musicians, which are found in many Warhammer Age of Sigmar units.
BATTLE TACTICS 2025-26
Add an additional tactical challenge to your games by including secondary objectives called
Battle Tactics.
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| BUILD YOUR OWN BATTLEPACK There are many, many ways to play Warhammer Age of Sigmar, from Path to Glory battlepacks, which focus on narrative-driven battles linked in an ongoing campaign, to Spearhead and Matched Play battlepacks, in which the emphasis is on balance and competitive play.
In addition to using official battlepacks, we’d encourage you to use the rules in this section as a toolbox, mixing and matching the elements within to build your own battleplan or battlepack to play with your friends.
Are you excited to field your entire collection against your friends or to see which monster reigns supreme? Maybe you want to design your own battleplans and special rules, or perhaps you want to keep things simple in order to teach a younger sibling how to play. These rules provide an open framework that makes each of these things possible.
Here are some ideas to get you started:
- Instead of using the Advanced Rules for Army Composition, make an army based on your favourite Black Library story or based on a made‑up scenario that sounds exciting to you. For instance, how would 5 different Stormcast Eternals heroes fare against a pair of massive Chaos monsters?
- Design your own battleplan by dividing portions of the battlefield into a territory for each player, placing objectives and thinking up a fun twist for the battle. Have fun and experiment with different ideas – why not try alternating placing objectives instead of having fixed locations, or try having two smaller battlefields connected by realmgates?
- Learn the Advanced Rules by introducing each module into your battles one at a time – for instance, start by experimenting with Commands, then try adding Magic into your battles, and finally put them all together to outwit your opponent and score Battle Tactics.
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| - 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.
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1.0 Commands Overview
Some abilities, called
commands, require that you spend one or more
command points (

) to use that ability. Any ability that has a
command point cost (indicated in the top right corner of the ability) is a command.
1.1 Earning Command Points
At the start of each battle round, after determining the
underdog, each player gains
4 command points. If there is an
underdog, they gain 1 extra command point. At the end of the battle round, the players’ command points are reset to 0 (any that have not been used are lost).
1.2 Using Commands
Commands are used in a similar manner to any other ability. However, each unit can only use 1 command in each phase, each command can only be used 1 time by each army in each phase, and you must spend a number of
command points equal to the command point cost to use a command.
2.0 Hero Phase Commands
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.
Declare: Pick a friendly unit that is
not in combat to use this ability.
Effect: Make 6
rally rolls of D6. For each 4+, you receive 1
rally point. Rally points can be spent in the following ways:
- For each rally point spent, Heal (1) that unit.
- You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
MAGICAL INTERVENTION: A warrior learned in the mystic arts utters a rapid incantation to disrupt the enemy’s plans.
Declare: Pick a friendly
WIZARD or PRIEST to use this ability.
Effect: That friendly unit can use a
SPELL or
PRAYER ability (as appropriate) as if it were your hero phase. If you do so, subtract 1 from
casting rolls or
chanting rolls made as part of that ability.
3.0 Movement Phase Commands
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.
Declare: Pick a friendly unit that is
not in combat to use this ability.
Effect: Each model in that unit can move up to D6". That move
cannot pass through or end within the
combat range of an enemy unit.
AT THE DOUBLE: At a command from their general, the warriors sprint to a key position on the battlefield.
Used By: The unit using that
RUN ability.
Effect: Do not make a
run roll as part of that
RUN ability. Instead, add 6" to that unit’s
Move characteristic to determine the distance each model in that unit can move as part of that
RUN ability.
4.0 Shooting Phase Commands
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.
Declare: Pick a friendly unit that did not use a
RUN ability this turn and that is
not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of
shooting attacks to be the target. You cannot pick
MANIFESTATIONS or
faction terrain features as the target of this ability.
Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the
hit rolls for those attacks.
5.0 Charge Phase Commands
COUNTER-CHARGE: Seeing the need for decisive action, the warriors charge forth to stall the enemy’s advance or enact a bold interception.
Declare: Pick a friendly unit that is
not in combat to use this ability.
Effect: That unit can use a
CHARGE ability as if it were your charge phase.
FORWARD TO VICTORY: With their charge faltering, a rousing command gives the unit renewed energy to reach their foes.
Used By: The unit using that
CHARGE ability.
Effect: You can re-roll the
charge roll.
6.0 Attacking (Shooting and Combat) Commands
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.
Used By: The unit using that
ATTACK ability.
Effect: Add 1 to
hit rolls for attacks made as part of that
ATTACK ability. This also affects weapons that have the
Companion weapon ability. For the rest of the turn, subtract 1 from
save rolls for the unit using this ability.
7.0 Defensive Commands
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.
Used By: A unit targeted by that
ATTACK ability.
Effect: Add 1 to
save rolls for that unit until that
ATTACK ability has been resolved.
8.0 End of Turn Commands
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.
Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.
Effect: Inflict
D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the
combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
1.0 Terrain Overview
Terrain features add interest and tactical challenges to the battlefield. The
battleplan or
battlepack you are using will explain how to
set up terrain.
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| The Citadel Terrain List includes a list of Warhammer Age of Sigmar terrain features and tells you which terrain abilities each of them has. | |
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1.1 Wholly on Terrain and Behind Terrain
A model is wholly on a
terrain feature if its base is on that terrain feature and no part of its base extends past the edge of that terrain feature. A unit is wholly on a terrain feature if every model in that unit is wholly on that terrain feature.
When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on the base of a model in the target unit that is in range without that line passing over that terrain feature, the target unit is considered to be behind a terrain feature for the attack made by that attacking model. Ignore parts of the terrain feature within the attacking model’s
combat range for the purposes of determining if the target is behind that terrain feature.
1.2 Universal Terrain Abilities
Each terrain feature has one or more of the following
passive abilities:
| Cover: Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword. | | Impassable: Models cannot move across, be set up on or end moves on any part of this terrain feature. | Obscuring: While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
- That unit is only visible to enemy units that are within its combat range.
- The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
| | Place of Power: HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability. | | Unstable: Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall. |
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ACTIVATE PLACE OF POWER: The hero draws on the power of a nearby mythical landmark.
Declare: Pick a friendly
HERO within 3" of a
Place of Power to use this ability, then pick that
Place of Power to be the target.
Effect: Pick 1 of the following effects:
- Cauterising Pollen: Roll a dice. On a 1, inflict 1 mortal damage on each unit (friendly and enemy) within 6" of any Places of Power. On a 3+, Heal (2) each unit (friendly and enemy) wholly within 6" of the target.
- Rapid Sprouting: Pick a Ghyranite objective or visible non-FACTION TERRAIN terrain feature within 12" of that HERO and roll a dice. On a 3+, that objective or terrain feature has the ‘Obscuring’ ability (see 1.2) for the rest of the battle.
- Tap the Ley Lines: For the rest of the turn, if that HERO is not a WIZARD or PRIEST, they can use the ‘Unbind’ or ‘Banish Manifestation’ ability as if they had WIZARD (1).
1.3 Terrain Sizes
- Terrain that fits into an area no larger than 7" x 7" is small.
- Terrain that is not small and fits into an area no larger than 7" x 12" is medium.
- Terrain that is too big to fit into an area 7" x 12" is large.
1.4 Terrain Types
Each
terrain feature in Warhammer Age of Sigmar is one of the following types:
- Obstacle
- Obscuring Terrain
- Area Terrain
- Place of Power
- Faction Terrain
Before the battle begins, players must agree on which type applies to each terrain feature.
1.4.1 Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover,
Unstable
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover,
Obscuring,
Unstable
1.4.3 Area Terrain
Examples: Hills, Stormvault Terrain
Terrain Abilities: Cover,
Obscuring
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover,
Place of Power,
Unstable,
Obscuring1.5 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 ½" of an enemy faction terrain feature as if it were a unit.
- They are affected by all enemy abilities as if they were units.
- They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
- Faction terrain features cannot contest objectives even while they are garrisoned.
- 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).
- Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
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.
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| 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. | |
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1.5.1 Garrisoning Faction Terrain Features
Some faction terrain features allow you to place another unit on them using an ability on the terrain feature’s
warscroll. While a faction terrain feature has another unit on it that was placed there in this way, that terrain feature is
garrisoned.
Garrisoned terrain features can use abilities and be affected by enemy abilities, but they cannot be affected by friendly abilities other than
CORE abilities, abilities on their warscroll and abilities that specifically affect terrain features. Any time you would measure range or
visibility to or from a unit that is on a garrisoned terrain feature (including if that unit is
contesting an objective), measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature are not eligible to use
FIGHT abilities.
Units cannot move while they are
garrisoned on a terrain feature.
1.6 Charging Units on Terrain
In some cases, it is not possible to reach an enemy unit using a
CHARGE ability when they are
wholly on a terrain feature (e.g. a unit on top of a tower) because the charging unit is unable to end their move mid-way up the terrain feature and there is not enough room for the models to be placed at the top. In these cases, the charging unit can end their charge within
½" of that terrain feature instead if this would result in the charging unit ending their move
in combat with any enemy units wholly on a terrain feature.
1.7 Scenery Pieces
Some terrain features, such as wyldwoods or collections of smaller timeworn ruins, are made up of multiple
scenery pieces. Each scenery piece that makes up a part of the same terrain feature must be set up so that all of the scenery pieces fit into the area that corresponds to the terrain feature’s size (
see 1.3). The full collection of scenery pieces is considered to be a single terrain feature.
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| This battlefield uses Citadel terrain, so the players were able to simply look up the terrain type of each terrain feature in the Citadel Terrain List.
1 Ruined Domicile (Obstacle)
2 Domicile Shell (Obstacle)
3 Guardian Idol (Obstacle)
4 Cleansing Aqualith (Place of Power)
5 Nexus Syphon (Place of Power)
6 Wyldwood (Obscuring Terrain) | |
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| The second battlefield uses scratch-built terrain. Before setting up the terrain, both players discussed and agreed on the terrain type of each terrain feature they were using, as shown below.
1 Place of Power
2 Area Terrain
3 Obstacle
4 Obscuring Terrain | |
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This list shows you which terrain types apply to which sets of Citadel Terrain and the number of scenery pieces (Terrain, 1.7) that make up each terrain feature. New terrain will be added to this list as it is released. Note that not all of this terrain is currently available, but it is included here for players who have those terrain features in their collections. If a terrain feature lists multiple options for its number of scenery pieces and size, pick which apply to it before setting it up.| Terrain Feature | Terrain Type | Scenery Pieces per Terrain Feature | Size | | Arcane Ruins | Obstacle | 1-3 | Small-Large | | Awakened Wyldwood | Faction Terrain | 1-3 | Small-Large | | Azyrite Ruined Chapel | Obstacle | 1-2 | Small-Large | | Azyrite Ruins | Obstacle | 2 | Small-Large | | Azyrite Shattered Plaza | Obstacle | 1-2 | Small-Large | | Bad Moon Loonshrine | Faction Terrain | 1 | Medium | | Baleful Realmgate | Place of Power | 1 | Small | | Barbed Venomgorse | Obstacle | 1-3 | Small-Large | | Bone-tithe Nexus | Faction Terrain | 1 | Large | | Chaos Dreadhold Crucible | Area Terrain | 1 | Large | | Chaos Dreadhold Helfort | Area Terrain | 1 | Small | | Chapel | Place of Power | 1 | Small | | Charnel Throne | Faction Terrain | 1 | Small | | Cleansing Aqualith | Place of Power | 1 | Medium | | Corpsewrack Mausoleum | Obstacle | 1-3 | Small-Large | | Deathknell Watch | Obscuring Terrain | 1 | Medium | | Domicile Shell | Obstacle | 1 | Small | | Dominion of Sigmar: Hallowed Stormthrone | Area Terrain | 1 | Large | | Dominion of Sigmar: Shattered Temple | Area Terrain | 1 | Large | | Dominion of Sigmar: Timeworn Ruins (ruins) | Obstacle | 1-3 | Small | | Dominion of Sigmar: Timeworn Ruins (statue of Sigmar) | Obstacle | 1 | Small | | Dragonfate Dais | Place of Power | 1 | Medium | | Dreadfire Portal | Place of Power | 1 | Medium | | Dreadstone Blight | Obscuring Terrain | 1 | Large | | Enduring Stormvault | Area Terrain | 1 | Large | | Eternity Stair | Place of Power | 1 | Small | | Fane of Slaanesh | Faction Terrain | 1 | Small | | Feculent Gnarlmaw | Faction Terrain | 1 | Small | | Fortified Manor | Obstacle | 1 | Large | | Garden of Morr | Obstacle | 1-3 | Small | | Gloomtide Shipwreck | Faction Terrain | 1-2 | Small | | Gnarlwood Watchcamp | Obstacle | 1-3 | Small | | Gnawhole | Faction Terrain | 1 | Small | | Great Mawpot | Faction Terrain | 1 | Medium | | Guardian Idol | Obstacle | 1 | Small | | Herdstone | Faction Terrain | 1 | Small | | Magewrath Throne | Place of Power | 1 | Small | | Magmic Battleforge | Faction Terrain | 1 | Small | | Mawpit | Faction Terrain | 1 | Medium | | Nexus Syphon | Place of Power | 1 | Small | | Numinous Occulum | Place of Power | 1 | Medium | | Ophidian Archway | Obstacle | 1 | Medium | | Penumbral Engine | Place of Power | 1 | Small | | Pit Dredger Camp | Obstacle | 1-3 | Small | | Ravaged Shrine | Obstacle | 1-2 | Small | | Realmscape: Megadroth Remains | Obstacle | 1-2 | Small | | Realmshaper Engine | Faction Terrain | 1 | Small | | Ruined Domicile | Obstacle | 1-2 | Medium-Large | | Shardwrack Spine | Obstacle | 1-3 | Small-Large | | Shrine Luminor | Faction Terrain | 1 | Small | | Sigmarite Dais | Place of Power | 1 | Large | | Sigmarite Mausoleum | Obstacle | 1-3 | Small-Large | | Skull Altar | Faction Terrain | 1 | Small | | Temple of Skulls | Area Terrain | 1 | Large | | Varanite Syphon Camp | Obstacle | 1-3 | Small-Large | | Walls and Fences | Obstacle | 1-3 | Small-Large | | Warscryer Citadel | Place of Power | 1 | Large | | Watchtower | Obscuring Terrain | 1 | Small | | Witchfate Tor | Obscuring Terrain | 1 | Medium | | Wyldwood | Obscuring Terrain | 1-3 | Small-Large |
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| - WIZARDS can cast spells; PRIESTS can chant prayers.
- Each WIZARD and PRIEST can use a number of spells or prayers per phase equal to their power level.
- Each WIZARD can use a number of UNBIND abilities per phase equal to their power level.
- Each spell or prayer can only be used once per turn.
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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.
1.1 Power Level
Each
WIZARD and
PRIEST has a power level shown after the keyword, e.g.
WIZARD (2). A
WIZARD’s casting power level determines how many Spell abilities they can use per phase. A
PRIEST’s chanting power level determines how many
PRAYER abilities they can use per phase.
MULTIPLE POWER LEVELS
- If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
- If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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
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.
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.
Otherwise, 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.
All
PRIESTS know the following prayer:
SACRED RITES: The priest focuses on safely setting their ritual into motion.
Declare: Pick a friendly
PRIEST to use this ability, then make a
chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that
PRIEST instead of D3.
Effect: Give a number to ritual points to the
PRIEST equal to the unmodified chanting roll and do not reset the
PRIEST’s ritual points to 0.
| KEYWORDS | PRAYER, UNLIMITED |
EXAMPLE PRAYER
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.
4.0 Unbinding Spells
Each
WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their
power level. This is an exception to The Rules of One (
Core Rules, 5.3).
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.
Used By: A friendly
WIZARD within 30" of the enemy
WIZARD casting the
spell.
Effect: Make an
unbinding roll of 2D6. If the roll exceeds the
casting roll tor the spell, then the spell is
unbound and its effect is not resolved. This reaction cannot be used more than once per
casting roll.
5.0 Jealous Mages and Fickle Gods
No more than 1 friendly
WIZARD can cast the same spell per turn, unless that spell has the
UNLIMITED keyword. Likewise, no more than 1 friendly
PRIEST can chant the same prayer per turn, unless that prayer has the
UNLIMITED keyword. Keep in mind that each unit can still only use any given spell or prayer ability once per phase (see The Rules of One,
Core Rules, 5.3).
6.0 Known Spells and Prayers
WIZARDS and
PRIESTS can only use spells or prayers that they know. Each
WIZARD and
PRIEST knows any spells or prayers on its warscroll, plus all of the spells and prayers in the
spell lores,
manifestation lores and
prayer lores you take for your army (see the
Army Composition module).
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.
| ALL MANIFESTATIONS | | Models can move through them but cannot end a move on them. | | Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit. | | They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities. | | They are affected by all enemy abilities as if they were units. | | They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities. | | They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type. |
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| MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’ | | They cannot move. | | They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase. |
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| MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’ | | They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units. |
|
7.1 Severed Connection
If the
WIZARD or
PRIEST that summoned a manifestation is destroyed, that manifestation is removed from the battlefield.
7.2 Banishing Manifestations
Instead of using a
SPELL or
PRAYER ability (including when using the ‘
Magical Intervention’ ability), each
WIZARD and
PRIEST can use the ‘Banish Manifestation’ ability:
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 that was not summoned this turn 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. You cannot pick the same
MANIFESTATION to be the target of this ability more than once per turn.
Effect: If the
banishment roll equals or exceeds the banishment value listed on the
MANIFESTATION’s
warscroll, it is banished and removed from play.
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| - Pick a points limit: 1000 points or 2000 points. If other points limit, agree with opponent.
- Pick your faction.
- Pick your battle formation (if any).
- Form regiments. Each regiment has 1 HERO and 0-3 non-HERO units (0-4 if your general’s regiment).
- Add auxiliary units (if any). Auxiliary units are units that aren’t part of a regiment. If your opponent has more auxiliary units than you, you receive 1 extra command point each battle round.
- Add faction terrain features (if any).
- Pick enhancements (1 from each enhancement table).
- Pick up to 1 spell lore, 1 prayer lore and 1 manifestation lore.
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1.0 Getting Started
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:

1.2 Points Limit
Before you start filling your roster, you and your opponent must agree on a
points limit for the battle. You can agree on any points limit, but most players use a limit of 1000 points, 2000 points or somewhere in between. If a unit,
Regiment of Renown,
faction terrain feature, enhancement or lore has a points value, you must spend that number of points to include it on your army roster. The total points value of the options you have picked in your army must not exceed the agreed points limit of the battle. No more than half of your points can be spent on a single unit.
1.2.1 Underspending
In many cases, the total points cost of your army will not add up to the exact points limit, but you might not have enough points left to add something else. If the points cost of your army is
50 or more points lower than the points limit of the battle, you gain
1 extra command point at the start of the first battle round.
1.3 Battle Profiles
The information you’ll need when building your army roster is found in each unit’s
battle profile. The battle profile for a unit will be in the same publication as its warscroll (usually a
battletome).
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| Battle profiles are regularly updated to improve balance. When we republish them, the new version takes precedence over versions with an earlier publication date or no publication date. | |
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2.0 Factions
The first thing you need to do when building your army roster is to pick your
faction (e.g.
Stormcast Eternals or
Skaven).
Each faction has its own
warscrolls,
battle profiles and faction rules. These can be found in various publications but most commonly in the faction’s
battletome.
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.
2.2 Armies of Renown
Some factions have access to rules for themed armies called
Armies of Renown. If you choose to use an Army of Renown, the rules for that army of renown replace the normal faction rules for that army.
3.0 Adding Units
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 may say that they can be added to the regiment of another
HERO in place of a non-
HERO unit in that regiment.
3.2 The General
You must pick 1
HERO in your army that is leading a
regiment to be your
general. If any units in your army have the
WARMASTER keyword, you must pick one of those units to be your general. Your general’s
regiment can include up to 4 non-
HERO units in addition to your general.
3.3 Reinforced Units
When you add a unit to your
army roster, you can add it as a
reinforced unit. A reinforced unit has
twice as many models as its minimum unit size and costs
twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
3.4 Unique Units
You cannot include the same
UNIQUE unit more than once in your army.
UNIQUE units cannot be
reinforced.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1
Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your
general even if it is a
WARMASTER.
- You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
- Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
- If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
3.6 Auxiliary Units
Auxiliary units allow you to take any units from your faction without the constraints of
regiments, at the cost of potentially giving your opponent an advantage. You can add any number of units to the auxiliary units section of your
army roster. However, the player with the fewest auxiliary units on their roster gains
1 extra command point at the start of each battle round (if the players have the same number of auxiliary units, neither player receives an extra command point).
HEROES that have compulsory regiment options cannot be taken as auxiliary units.
Each auxiliary unit after the first that is added to your roster will incur a cumulative surcharge of 20 points. For example, the second auxiliary unit will cost +20 points, the third will cost +40 points, the fourth will cost +60 points and so on.
3.7 Faction Terrain Features
If your faction has a
faction terrain feature, or a set of faction terrain features, you can pick 1 to include on your army roster. Faction terrain features do not cost any points.
4.0 Finishing Touches
4.1 Enhancements
Each set of faction rules include a number of
enhancements that can be given to units, e.g.
heroic 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. Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.
4.2 Lores
You can pick 1
spell lore available to your faction. If you do,
all WIZARDS in your army with the same faction keyword as your general know
all spells from that lore.
You can pick 1
prayer lore available to your faction. If you do,
all PRIESTS in your army with the same faction keyword as your general 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.
4.3 Battle Tactics Cards
You can pick up to 2 battle tactics cards from the
Battle Tactics 2025-26 module for your army. Make a note of these battle tactics in the appropriate section on your
army roster.
1.0 Champions
Units with the
CHAMPION keyword have one or more
champion models. If there is a number after the
CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the
CHAMPION keyword have the following
passive ability:
CHAMPION: A veteran fighter leads the charge.
Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.
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| If a unit had CHAMPION (1/10) on its keywords bar, then 1 model in that unit could be a champion for every 10 models in the unit. | |
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2.0 Musicians
Units with the
MUSICIAN keyword have one or more
musician models. The number after the
MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the
MUSICIAN keyword have the following
passive ability:
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.
Effect: While this unit contains any musicians, if it uses the ‘
Rally’ command, you can make one additional
rally roll of D6.
3.0 Standard Bearers
Units with the
STANDARD BEARER keyword have one or more
standard bearer models. The number after the
STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the
STANDARD BEARER keyword have the following
passive ability:
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| Let your opponent know which models in a unit are champions, musicians and standard bearers if it’s not already clear from the miniatures. | |
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