General’s Handbook 2025-26

Across the densely wooded isle of Neos, potent nexuses of life magic pulse. Armies now gather to battle under those vibrant boughs, slipping along hidden paths and seizing sites of Ghyranite power to preserve or turn to their own ends.


Contents

Books

Show History
BookKindEditionLast update
  General’s Handbook 2025-26
  General’s Handbook 2025-26Expansion4June 2024
  Rules Updates
  Rules UpdatesRulebook4October 2026
  Using the Scourge of Ghyran Rules
  Using the Scourge of Ghyran RulesExpansion4May 2025

FAQ

1.0 BATTLE TACTICS OVERVIEW

6.0 ATTACKING (SHOOTING AND COMBAT) COMMANDS

1.2 UNIVERSAL TERRAIN ABILITIES

1.5 FACTION TERRAIN

BATTLEPLAN: CREEPING CORRUPTION

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

Errata

Show
Addenda: Season Rules (2025-26)
Add the following rule:

‘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.'

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!

FAQ

Show
Q:Can I include Scourge of Ghyran units in an Army of Renown instead of their standard version?
A:
Yes.
Q:Can I include Scourge of Ghyran units in a Regiment of Renown instead of their standard version?
A:
No.

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.

FAQ

Show
Q:Can I complete the same battle tactic multiple times in a battle?
A:
No, unless specified otherwise.
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.

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 innards 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 that can be controlled 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 that can be controlled on the battlefield.
5
VICTORY
POINTS

Errata

Show
Battle Tactic Card 2: Restless Energy
In the Strike and Domination battle tactics, replace ‘control every objective’ with ‘control every objective that can be controlled’.

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…

  • 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.
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

FAQ / Errata

Show
FAQ
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.
Errata
Battle Tactics Card 3: Intercept and Recover
Add the following to the top of the battle tactics card:
‘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.’

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

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.
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 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.
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 non-FACTION TERRAIN terrain feature that you control, that is wholly within enemy territory, and that is more than 6" from friendly territory.
5
VICTORY
POINTS

Errata

Show
Battle Tactics Card 5: Scouting Force
Replace: ‘At the start of the battle, every friendly non-HERO INFANTRY and non-HERO CAVALRY unit wholly within friendly territory becomes a scout unit.’
with:
‘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.'
Battle Tactics Card 5: Scouting Force
In the Strike: Bold Explorers battle tactic rule, replace ‘3 or more objectives or terrain features’ with ‘3 or more objectives or non-FACTION TERRAIN terrain features'.
Battle Tactics Card 5: Scouting Force
In the Domination: Courageous Adventurers battle tactic rule, replace ‘is contesting a terrain feature’ with ‘is contesting a non-FACTION TERRAIN terrain feature’.

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 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.
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

Errata

Show
Battle Tactics Card 6: Attuned to Ghyran
Change the Strike: Fey Strikes battle tactic rule to:
‘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.’

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, 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.

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

Errata

Show
Battleplan: Paths of the Fey
Change the effect of ‘The Spirit Paths Open’ to:
‘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.’

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

FAQ

Show
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.

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 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 PowerArea Terrain
or Obstacle

Errata

Show
Battleplan: Linked Leylines
In the battleplan rules, change:
‘A linked ley line is formed across the battlefield (long edge to long edge or short edge to short edge)’
To:
‘A linked ley line is formed from the middle of one edge of the battlefield to the middle of the opposite edge.’

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 non-FACTION TERRAIN 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

Errata

Show
Battleplan: Liferoots
In the battleplan rules, replace ‘for each terrain feature they control’ with ‘for each non-FACTION TERRAIN terrain feature they control’.

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 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 PowerArea Terrain
or Obstacle

FAQ / Errata

Show
FAQ
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.
Errata
Battleplan: Creeping Corruption
Change the effect of ‘Propagation’ in the ‘Pulsing Life Energies’ ability to:
‘Add 1 to casting rolls, chanting rolls and banishment rolls for each unit crossed by the line for the rest of the battle round.’

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.
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 PowerArea Terrain
or Obstacle

Errata

Show
Battleplan: Grasp of Thorns
Add the following to the end of ‘Carnivorous Flora’:

‘That objective cannot be moved while there are any entangled models contesting it.’

ADVANCED RULES 2025-26

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.

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.

Commands 2025-26

Errata

Show
Commands (2025-26)
Change the timing of ‘Covering Fire’ to ‘Enemy Shooting Phase’.
Commands (2025-26)
Add the following to the declare step for ‘Covering Fire’:
‘You cannot pick MANIFESTATIONS or faction terrain features as the target of this ability.’
  • 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.

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

Any Hero Phase
1
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.

Enemy Hero Phase
1
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

Enemy Movement Phase
1
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.
KEYWORDSMOVE, RUN

Reaction: You declared a RUN ability
1
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.

FAQ

Show
Q:If an ability modifies a run roll, does that ability modify the roll made in the ‘Redeploy’ ability, since ‘Redeploy’ has the RUN keyword?
A:
No, named rolls such as run roll are only modified by abilities that specifically call out that type of roll.

4.0 Shooting Phase Commands

Enemy Shooting Phase
1
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.
KEYWORDSSHOOT, ATTACK

FAQ

Show
Q:If a friendly unit is in combat and is armed with a weapon that has Shoot in Combat, can it use the ‘Covering Fire’ command?
A:
No, you can only pick units that are not in combat to use that ability.
Q:If a unit cannot be picked to be the target of shooting attacks (e.g. an INFANTRY HERO affected by the ‘Guarded Hero’ ability) but is the closest unit to a friendly unit using the ‘Covering Fire’ command, do I still have to target that unit?
A:
No, you must pick the nearest eligible unit that can be picked to be the target of shooting attacks.

5.0 Charge Phase Commands

Enemy Charge Phase
2
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.

Reaction: You declared a CHARGE ability
1
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

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with 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.


FAQ

Show
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.

7.0 Defensive Commands

Reaction: Opponent declared an ATTACK ability
1
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

End of Any Turn
1
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.
KEYWORDSMOVE

FAQ

Show
Q:When using the ‘Power Through’ command, can my models pass through enemy models in the target unit or only through the target unit’s combat range?
A:
Your models can only pass through the target unit’s combat range, unless your unit has FLY or is otherwise allowed to pass through models.
Q:Can faction terrain or manifestations be picked as the target for ‘Power Through’?
A:
Yes, if it has a Move characteristic greater than ‘-’.

Terrain 2025-26

Errata

Show
Terrain (2025-26)
In 1.1 Wholly On Terrain and Behind Terrain, change the second paragraph to:
‘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.’
Terrain (2025-26)
Remove 1.1.1 Shooting from Within Terrain in its entirety.
Terrain (2025-26)
In the ‘Rapid Sprouting’ effect of ‘Activate Place of Power’, replace ‘visible terrain feature’ with ‘visible non-FACTION TERRAIN terrain feature’.
Terrain (2025-26)
In 1.5 Faction Terrain, remove the following sentence: ‘While a faction terrain feature is garrisoned, it is a unit (see 1.5.1).’
Terrain (2025-26)
In 1.5 Faction Terrain, add the following to the bulleted list:
‘• 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.'
Terrain (2025-26)
Add the following to 1.5.1 Garrisoning Faction Terrain Features:
‘Units cannot move while they are garrisoned on a terrain feature.’
Terrain (2025-26)
In 1.5.1 Garrisoning Faction Terrain Features, change the first and second sentences of the second paragraph to:

‘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.’
Terrain (2025-26)
Change the ‘Obscuring’ universal terrain ability to:
‘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).'

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.

The Citadel Terrain List includes a list of Warhammer Age of Sigmar terrain features and tells you which terrain abilities each of them has.

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.

Once Per Turn (Army), Start of Any Turn
ACTIVATE PLACE OF POWER: The pulsing confluences of life scattered across Neos are eager and vital. A champion of sufficient will need only focus on them to harness their power – perhaps causing them to eject clouds of choking or soothing pollen, or erupt in thick tangles of verdant growth.

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).
KEYWORDSCORE

FAQ

Show
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.

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, Obscuring

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 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.

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.

FAQ / Errata

Show
FAQ
Q:Are faction terrain features still subject to the restrictions in Core Rules, 5.3 The Rules of One?
A:
Yes.
Q:If an ability requires you to set up a unit more than 9" from all enemy units, could you set up a unit within 9" of a faction terrain feature?
A:
Yes. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would not be able to set up a unit within 9" of a faction terrain feature that has a unit on it.
Q:Are faction terrain features affected by friendly abilities (e.g. those that give units the WARD keyword)?
A:
No.
Q:Can faction terrain features use command abilities?
A:
No, unless that command is on the faction terrain feature’s warscroll.
Q:If a faction terrain feature is closer to a friendly unit using the ‘Covering Fire’ command than any other units, do I have to target that faction terrain feature? Can I choose to?
A:
No to both. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would have to target that terrain feature if it was closest.
Q:If an ability or battle tactic requires a unit to be destroyed (e.g. ‘The Blood Tithe’), does destroying a faction terrain feature count?
A:
No.
Q:Can a unit placed on a faction terrain feature be picked as the target of enemy abilities (as opposed to the target of attacks)? For example, if I were to pick a Shrine Luminor as the target of the Realmshaper Engine’s ‘Power Unleashed’ ability, could I pick the hero placed on the Shrine Luminor as a target of that ability?
A:
Yes.
Q:Do I need to use a RETREAT ability to move away from a faction terrain feature that has a Move characteristic of 0"?
A:
No, you can use any MOVE ability. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them. Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would have to use a RETREAT ability to move away from a terrain feature that has a unit on it.
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.
Errata
Addenda: Terrain, 1.5 Faction Terrain
Add the following to the bulleted list:
• 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.

Add the following:
‘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.’

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.

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)

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

Citadel Terrain List

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 FeatureTerrain TypeScenery Pieces per Terrain FeatureSize
Arcane RuinsObstacle1-3Small-Large
Awakened WyldwoodFaction Terrain1-3Small-Large
Azyrite Ruined ChapelObstacle1-2Small-Large
Azyrite RuinsObstacle2Small-Large
Azyrite Shattered PlazaObstacle1-2Small-Large
Bad Moon LoonshrineFaction Terrain1Medium
Baleful RealmgatePlace of Power1Small
Barbed VenomgorseObstacle1-3Small-Large
Bone-tithe NexusFaction Terrain1Large
Chaos Dreadhold CrucibleArea Terrain1Large
Chaos Dreadhold HelfortArea Terrain1Small
ChapelPlace of Power1Small
Charnel ThroneFaction Terrain1Small
Cleansing AqualithPlace of Power1Medium
Corpsewrack MausoleumObstacle1-3Small-Large
Deathknell WatchObscuring Terrain1Medium
Domicile ShellObstacle1Small
Dominion of Sigmar: Hallowed StormthroneArea Terrain1Large
Dominion of Sigmar: Shattered TempleArea Terrain1Large
Dominion of Sigmar: Timeworn Ruins (ruins)Obstacle1-3Small
Dominion of Sigmar: Timeworn Ruins (statue of Sigmar)Obstacle1Small
Dragonfate DaisPlace of Power1Medium
Dreadfire PortalPlace of Power1Medium
Dreadstone BlightObscuring Terrain1Large
Enduring StormvaultArea Terrain1Large
Eternity StairPlace of Power1Small
Fane of SlaaneshFaction Terrain1Small
Feculent GnarlmawFaction Terrain1Small
Fortified ManorObstacle1Large
Garden of MorrObstacle1-3Small
Gloomtide ShipwreckFaction Terrain1-2Small
Gnarlwood WatchcampObstacle1-3Small
GnawholeFaction Terrain1Small
Great MawpotFaction Terrain1Medium
Guardian IdolObstacle1Small
HerdstoneFaction Terrain1Small
Magewrath ThronePlace of Power1Small
Magmic BattleforgeFaction Terrain1Small
MawpitFaction Terrain1Medium
Nexus SyphonPlace of Power1Small
Numinous OcculumPlace of Power1Medium
Ophidian ArchwayObstacle1Medium
Penumbral EnginePlace of Power1Small
Pit Dredger CampObstacle1-3Small
Ravaged ShrineObstacle1-2Small
Realmscape: Megadroth RemainsObstacle1-2Small
Realmshaper EngineFaction Terrain1Small
Ruined DomicileObstacle1-2Medium-Large
Shardwrack SpineObstacle1-3Small-Large
Shrine LuminorFaction Terrain1Small
Sigmarite DaisPlace of Power1Large
Sigmarite MausoleumObstacle1-3Small-Large
Skull AltarFaction Terrain1Small
Temple of SkullsArea Terrain1Large
Varanite Syphon CampObstacle1-3Small-Large
Walls and FencesObstacle1-3Small-Large
Warscryer CitadelPlace of Power1Large
WatchtowerObscuring Terrain1Small
Witchfate TorObscuring Terrain1Medium
WyldwoodObscuring Terrain1-3Small-Large

Magic 2025-26

Errata

Show
Magic (2025-26)
In the keywords bar of the ‘Unbind’ ability, change the PRAYER keyword to the UNBIND keyword.
Magic (2025-26)
Change 1.1 Power Level to:
‘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.’
  • 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.

FAQ

Show
Q:Can units in my army use the example spell and example prayer from the sidebar?
A:
No.

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.

FAQ

Show
Q:If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify?
A:
If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, 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
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

FAQ

Show
Q:Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like the Tzeentch effect of the ‘Marks of Chaos’ ability?
A:
No.

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).
  • You can 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:
Your Hero Phase
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.
KEYWORDSPRAYER, UNLIMITED



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

Errata

Show
3.0 Prayers
Add a chanting value of 2 to the ‘Sacred Rites’ ability.
3.0 Prayers
Change the Effect of ‘Sacred Rites’ to:
‘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.

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).

Reaction: Opponent declared a SPELL ability
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.
KEYWORDSUNBIND

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.
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.
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.

FAQ / Errata

Show
FAQ
Q:Are manifestations still subject to the restrictions in Core Rules, 5.3 The Rules of One?
A:
Yes.
Q:Are manifestations affected by friendly abilities that would normally affect units (e.g. those that give units the WARD keyword)?
A:
No, except for those permitted in Magic, 7.0, and those that specifically affect manifestations (such as ‘Banish Manifestation’).
Q:Can manifestations use command abilities?
A:
No, unless that command is on the manifestation’s warscroll.
Q:If a MANIFESTATION is closer to a friendly unit using the ‘Covering Fire’ command than any other units, do I have to target that manifestation? Can I choose to?
A:
No to both.
Q:If an ability or battle tactic requires a unit to be destroyed (e.g. ‘The Blood Tithe’), does destroying a manifestation count?
A:
No.
Q:Do I need to use a RETREAT ability to move away from a manifestation that has a Move characteristic of 0"?
A:
No, you can use any MOVE ability
Q:If a manifestation has a Move characteristic that is greater than 0", can it use MOVE abilities in the movement phase of the same turn in which it was set up?
A:
No.
Q:If a power level 2 or higher wizard miscasts their first spell, could they still use the ‘Banish Manifestation’ ability in that phase?
A:
Yes. Miscasting only prevents that wizard from using any more spells in that phase.
Q:If a manifestation has multiple parts (e.g. Geminids of Uhl-Gysh) and is in combat, can one part of the manifestation be ‘in combat’ while the other is not? If one part is in combat can the other part make a pile-in move?
A:
If any part of a manifestation is considered to be in combat, the entire manifestation is considered to be in combat. If one part can pile in, all parts can pile in (but must all pile in towards the same enemy unit as per the rules for piling in).
Errata
Addenda: Magic, 7.0 Manifestations
Replace: ‘No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn.’
with:
‘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.’
7.0 Manifestations
Add the following sentence to the end of the Declare Step of ‘Banish Manifestation’:
‘You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

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:

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 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.
KEYWORDSBANISH

Errata

Show
Magic, 7.2 Banishing Manifestations
Add the following to the declare step of ‘Banish Manifestation’:
‘Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.'

Army Composition 2025-26

Errata

Show
Army Composition (2025-26)
Replace the second bullet point of 3.5 Regiments of Renown with:
‘• 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, unless they have a keyword that matches that faction’s name.’
Army Composition (2025-26)
In 4.1 Enhancements, change:
‘Enhancements cannot be given to Regiment of Renown units’
To:
‘Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.’
  • 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.

Errata

Show
Addenda: Army Composition
Add the following:
'• You cannot include more than 1 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, unless they have a keyword that matches that faction’s name.
• 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.’

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).

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.

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.

FAQ

Show
Q:When using an Army of Renown, can I pick a faction terrain feature to include on my roster?
A:
Yes, unless that Army of Renown’s rules specifically state that you cannot include a faction terrain feature.
Q:When ability A references ability B, where B is in a different ruleset from the one I am using, can I use ability B? For example, if I am playing the Big Waaagh! army of renown and I have Gordrakk in my army, can I use WAAAGH! abilities (i.e. the ‘Ironjawz Waaagh!’ ability) referenced by Gordrakk’s ‘Voice of Gork’ ability?
A:
No. In the example above, ‘Voice of Gork’ is a reaction to a WAAAGH! ability, and as there are no such abilities in the Big Waaagh! faction rules, then the ‘Voice of Gork’ ability cannot be used in a Big WAAAGH! army, and neither does it grant access to Waaagh! abilities.
Q:Can I use Scourge of Aqshy enhancements, lores and battle formations in an Army of Renown?
A:
No.
Q:Can I use Scourge of Aqshy enhancements, lores and battle formations in an Army of Renown?
A:
No.

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.

FAQ

Show
Q:If a HERO is able to join another HERO’s regiment (e.g. The Shadow Queen joining Morathi-Khaine or an Assassin joining a Dreadlord on Black Dragon), do they take the place of a non-HERO unit in that regiment?
A:
Yes.
Q:Can I add units from other factions to my HEROES’ regiments?
A:
No. The only way to add units from other factions to your army is by taking an eligible Regiment of Renown.
Q:If a Hero’s regiment options contain multiple excluded keywords (e.g. non-BEAST non-MONSTER), can it include units in its regiment that have only one of those keywords?
A:
No, it cannot include units with any of those keywords.
Q:Can my army include a WARMASTER (e.g. Sigvald, Prince of Slaanesh) in another hero’s regiment?
A:
Yes, but only if your army includes another WARMASTER unit, since your general must lead a regiment, and you must pick a WARMASTER as your general if there are any WARMASTER units in your army

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 and they must lead a regiment. 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, unless they have a keyword that matches that faction’s name.
  • 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.

FAQ

Show
Q:If a Regiment of Renown includes a WIZARD, could that WIZARD cast spells from a universal manifestation lore that was picked for that army?
A:
Yes.
Q:If a Regiment of Renown (e.g. the Coven of Thryx) includes one or more manifestations, do those manifestations replace picking a manifestation lore for my army?
A:
No, they are in addition.
Q:Does a Regiment of Renown require a HERO to lead it?
A:
No. As stated in 3.5, Regiments of Renown are pre-built regiments, so they only include the units stated in their unit summary/organisation section.

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.

Errata

Show
3.6 Auxiliary Units
Add the following to the end of this section:
‘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.

FAQ

Show
Q:If an ability allows a unit to gain an enhancement during a battle (for example, the Sons of Behemat ‘More Stuff for me Collection’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement?
A:
No. Enhancements added to your army during a battle do not cost any points.

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.

Command Models

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:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.


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.

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:

Passive
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:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.


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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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.

Errata

32.1 Contesting Objectives
Change the second paragraph to:

‘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.’
Contesting
Change the definition of contesting to:
‘contesting: Models contest objectives within their combat range (3"). When determining objective control, the same unit cannot contest more than 1 objective at the same time; the player must pick 1 if more than 1 is within range. (Core Rules, 32.1)’
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:

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).
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.

FAQ

Q:If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment?
A:
Yes.
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 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.

FAQ

Q:If an ability allows a unit to gain an enhancement during a battle (for example, the Kharadron Overlords ‘Special Procurement’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement?
A:
No. Enhancements added to your army during a battle do not cost any points.
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 in your army know all prayers from that lore.
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, unless they have a keyword that matches that faction’s name.
  • 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.

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.
  • 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.).
  • Enemy units can finish a charge move within ½" of a terrain feature that is garrisoned (see 1.5.1). 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.

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.

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
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).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon 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.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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).
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.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
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.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘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.’
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).
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).

FAQ

Q:When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models?
A:
No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to.
Q:When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with?
A:
Yes.
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
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.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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 units but can be interacted with in similar ways, as explained next:
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.
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.
They cannot make shooting attacks with ranged weapons that do not have Shoot in Combat while there is a visible enemy unit within 3" of them.
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.

Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
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).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
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.

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 and they must lead a regiment. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Once Per Battle (Army), Any Hero Phase
DARK APOTHEOSIS: Favoured by the Dark Gods, this champion is bestowed with fell glory.

Declare: Pick a friendly unit with 8 or more Dark Apotheosis points to be the target.

Effect: Pick 1 of the following:

Aura of Chaos: Heal (X) the target, where X is the number of damage points allocated to the target. In addition, the target has WARD (5+) for the rest of the battle.

Daemonhood: Set up a Daemon Prince within 1" of the target. Then, remove the target from the battlefield. If the target is your general, the Daemon Prince becomes your general instead and is added to your general’s regiment. If the target has any enhancements, the Daemon Prince has those enhancements instead. If the target has a Pledge to Chaos keyword, the Daemon Prince has the same keyword. Otherwise, pick 1 Pledge to Chaos keyword for the Daemon Prince to have for the rest of the battle. If any MANIFESTATIONS that were summoned by the target are on the battlefield, those MANIFESTATIONS are removed from play.
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.

Errata

Addenda: fought
Add the following definition:

‘fought: A unit has fought if it used any FIGHT abilities in the same turn.’
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.
Any Hero Phase
1
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.
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.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.

FAQ / Errata

FAQ
Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.
Errata
Addenda: 24.2 Replacement Units
Add the following:
‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.'
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.
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.

FAQ / Errata

FAQ
Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.
Errata
19.0 STRIKE-FIRST and STRIKE-LAST
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-FIGHT Combat Phase abilities have been used’.
STRIKE-LAST
Remove the following text from STRIKE-LAST:
‘If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought, starting with the active player.’
STRIKE-LAST
In the glossary entry for STRIKE-LAST, remove ‘, starting with the active player’.
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.
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.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
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.

FAQ / Errata

FAQ
Q:Do models removed as a result of a unit being out of coherency count as having been slain?
A:
Yes.
Errata
Addenda: 18.3 Slain models
Add the following:

‘You must remove the fewest models possible to make the unit a single coherent group.’
Addenda: removed from play/removed from the battlefield
Add the following definition:

‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.’
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

FAQ

Q:Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability?
A:
No.
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).
  • You can 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:
Your Hero Phase
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.
KEYWORDSPRAYER, UNLIMITED



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 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.
KEYWORDSBANISH

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 battle round

Corruption: Inflict D3 mortal damage on each unit crossed by the line.
12.0 Start of Battle Round
At the start of each battle round, follow these steps:

1. Determine the Active Player: If it is the first battle round, the player who finished setting up their army first decides who will take the first turn (unless otherwise specified in the battlepack or battleplan).

If it is not the first battle round, the players make a roll-off called the priority roll and the winner decides who will take the first turn. If the roll-off is a tie, the player who took the first turn in the previous battle round decides who will take the first turn in the current battle round.

When it is a player’s turn, regardless of whether they take the first or second turn, they are referred to as the active player.

2. 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.

3. Start of Battle Round Abilities: The active player can use any
Start of Battle Round
abilities first, then their opponent can do the same.

FAQ / Errata

FAQ
Q:When determining the active player, how do you determine when a player has ‘finished setting up their army’?
A:
A player has finished setting up their army when all units in their army have been deployed. This means that non-DEPLOY Deployment Phase abilities (e.g. The Masque’s ‘The Endless Dance’ ability) happen after your army has ‘finished setting up’.
Errata
Underdog
Change the definition of underdog to:
‘underdog: Player with fewest victory points. If tied, there is no underdog for that battle round.’
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

Errata

Champion
Change the definition of Champion to:
‘Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0)’
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

Errata

32.2 Objective Control
Change the first sentence to:
‘In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:’
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:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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:

Passive
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.

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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Enemy Movement Phase
1
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.
KEYWORDSMOVE, RUN
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE
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 units but can be interacted with in similar ways, as explained next:
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.
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.
They cannot make shooting attacks with ranged weapons that do not have Shoot in Combat while there is a visible enemy unit within 3" of them.
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.

Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move (see 15.3). Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
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.
  • 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.).
  • Enemy units can finish a charge move within ½" of a terrain feature that is garrisoned (see 1.5.1). 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.

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.

Enemy Shooting Phase
1
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.
KEYWORDSSHOOT, ATTACK
Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO(not MONSTER or WAR MACHINES) is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by models more than 12" from them.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with 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.

5.4 Passive Abilities
Abilities that have the Passive timing are called passive abilities. Passive abilities are not declared. The effects of passive abilities always apply if the conditions of the ability are met, and they must be applied if it is possible to do so.
End of Any Turn
1
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.
KEYWORDSMOVE
9.1.1 Setting Up Objectives and Terrain Features
Many battlefields have key locations called objectives, and almost all battlefields have terrain features such as buildings, ruins and woods. Unless otherwise specified, players should first set up objective markers at the locations indicated by a gold circles () on the deployment map, then set up terrain features in a mutually agreeable manner. Many battlepacks and battleplans include further instructions for setting up terrain.

FAQ

Q:If a battleplan instructs you to set up an objective on a corner of the battlefield, should you place the entire 40mm objective marker on the battlefield, or should the centre of the objective marker be on the corner?
A:
The centre of the objective marker should be on the corner.
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 unit’s combat range for the purposes of determining if the target is behind that terrain feature.
Unbind
Reaction: Opponent declared a SPELL ability
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 for the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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.
Once Per Turn (Army), Start of Any Turn
ACTIVATE PLACE OF POWER: There are many locus points of volcanic magic in Aqshy. From these simmering fonts of passion and fury, one can draw great strength or unleash a dizzying wave of anger that causes spellcasters to lose control of their magic.

Declare: Pick a friendly HERO within 3" of any Places of Power to use this ability.

Effect: Roll a dice. On a 1, inflict D3 mortal damage on that HERO. On a 2+, pick 1 of the following effects:
  • Ignite Fury: Gain 2 rage dice, then increase your fury level by 2, to a maximum of 7.

  • Channel Wrath: If that HERO is a WIZARD or PRIEST, add 1 to casting rolls or chanting rolls for that HERO for the rest of the turn.

  • Dizzying Rage: 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).
KEYWORDSCORE
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
Reaction: Opponent declared a SPELL ability
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 for the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND
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 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.
KEYWORDSBANISH
Once Per Turn (Army), Start of Any Turn
ACTIVATE PLACE OF POWER: There are many locus points of volcanic magic in Aqshy. From these simmering fonts of passion and fury, one can draw great strength or unleash a dizzying wave of anger that causes spellcasters to lose control of their magic.

Declare: Pick a friendly HERO within 3" of any Places of Power to use this ability.

Effect: Roll a dice. On a 1, inflict D3 mortal damage on that HERO. On a 2+, pick 1 of the following effects:
  • Ignite Fury: Gain 2 rage dice, then increase your fury level by 2, to a maximum of 7.

  • Channel Wrath: If that HERO is a WIZARD or PRIEST, add 1 to casting rolls or chanting rolls for that HERO for the rest of the turn.

  • Dizzying Rage: 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).
KEYWORDSCORE
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
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.
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

When a model moves, it can pivot and change direction as often as you like, but no part of that model’s base can move a greater total distance than the maximum allowed by the ability used. Models cannot move beyond the edge of the battlefield or through other models, and they can never end a move standing on top of another model (the base counts as part of the model).

A model’s base is assumed to remain parallel with the battlefield as it moves. If a model ends its move on an uneven surface, it must be able to stand up by itself with its base as close to parallel with the battlefield as possible (in other words, models cannot lie flat on the battlefield or lean against terrain to stop them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on the battlefield. No part of that move can be within the combat range of the Liberators, so the Grey Seer has to stay outside the area marked in blue.

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).

FAQ

Q:When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models?
A:
No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to.
Q:When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with?
A:
Yes.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move (see 15.3). Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
5.0 Abilities
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities. This is an example of an ability:


1
Timing
2
Name and description
3
Declare instructions
4
Effect
5
Keywords

Ability icons give you an idea what kind of effect the ability has at a glance.

Movement Ability
Offensive Ability
Defensive Ability
Shooting Ability
Rallying Ability
Special Ability
Control Ability


FAQ

Q:Some abilities (e.g. ‘All-out Attack’) have a red timing bar. Can these abilities only be used in the combat phase?
A:
No. The words in the timing bar or, in the case of reactions and passive abilities, the specific wording of the ability will let you know exactly when you can use it; the colour is just there as a play aid. If a phase is not specified, the colour indicates the most common phase it is used in or, if it is used in multiple phases equally, the timing bar is black.
Q:Some abilities have a green timing bar. What does this mean?
A:
The green timing bar is used to indicate defensive abilities, many of which can be used in multiple phases.
Q:Are non-passive abilities such as ‘Burning Wyrdflame’ optional to use?
A:
Yes. You must apply the effects of passive abilities and abilities that state that they must be used if it is possible to do so, but all other abilities are optional to use.
5.3 The Rules of One
  • A unit cannot use more than 1 CORE ability per phase (see 14.0).
  • A unit cannot use the same ability more than once per phase, unless specified otherwise.
  • A unit cannot be affected by the same passive ability more than once at the same time. For example, if a unit is within range of two different terrain features that have the ‘Cover’ passive ability, the effect only applies to it once.

FAQ

Q:Are Reaction abilities subject to the Rules of One? For example, if a unit has a Reaction ability on their warscroll, could they only use it once per phase?
A:
Yes.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

FAQ

Q:When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.
Enemy Hero Phase
1
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, PRAYER or BANISH 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.
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:

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 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.
KEYWORDSBANISH

Blood Tithe Abilities
Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have already unlocked ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

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.
1.4 Terrain Types
Each terrain feature in Warhammer Age of Sigmar is one of the following types:

Before the battle begins, players must agree on which type applies to each terrain feature.
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).

Reaction: Opponent declared a SPELL ability
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 for the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

5.3 The Rules of One
  • A unit cannot use more than 1 CORE ability per phase (see 14.0).
  • A unit cannot use the same ability more than once per phase, unless specified otherwise.
  • A unit cannot be affected by the same passive ability more than once at the same time. For example, if a unit is within range of two different terrain features that have the ‘Cover’ passive ability, the effect only applies to it once.

FAQ

Q:Are Reaction abilities subject to the Rules of One? For example, if a unit has a Reaction ability on their warscroll, could they only use it once per phase?
A:
Yes.
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

When a model moves, it can pivot and change direction as often as you like, but no part of that model’s base can move a greater total distance than the maximum allowed by the ability used. Models cannot move beyond the edge of the battlefield or through other models, and they can never end a move standing on top of another model (the base counts as part of the model).

A model’s base is assumed to remain parallel with the battlefield as it moves. If a model ends its move on an uneven surface, it must be able to stand up by itself with its base as close to parallel with the battlefield as possible (in other words, models cannot lie flat on the battlefield or lean against terrain to stop them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on the battlefield. No part of that move can be within the combat range of the Liberators, so the Grey Seer has to stay outside the area marked in blue.

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.
Enemy Hero Phase
1
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, PRAYER or BANISH 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.
3.6 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.

Errata

Army Composition 2026-27, 3.6 Auxiliary Units
Add the following to the end of this section:

‘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.’
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).

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.

The IRONJAWZ and HERO keywords are used in the following Ironjawz warscrolls:

‘Once Per Turn (Army), Your Charge Phase
IRONJAWZ WAAAGH!: With a roar that shakes the battlefield, the Ironjawz charge as one, eager to crack skulls.

Declare: Pick a friendly IRONJAWZ HERO to be the target. You cannot pick the same HERO to be the target of this ability more than once per battle.

Effect: For the rest of the turn, the following effects apply to friendly IRONJAWZ units while they are wholly within 18" of the target:

  • Add 1 to charge rolls for those units.
  • Add 1 to the Attacks characteristic of those units’ melee weapons.
KEYWORDSWAAAGH!
The non-HERO DAEMON INFANTRY and LEGION OF THE FIRST PRINCE keywords are used in the following Slaves to Darkness warscrolls:

The non-HERO DAEMON CAVALRY and LEGION OF THE FIRST PRINCE keywords are used in the following Slaves to Darkness warscrolls:

Cavalry

The non-SKRYRE MOULDER keyword is used in the following Skaven warscrolls:

Infantry Hero
Infantry

The MOULDER keyword is used in the following Skaven warscrolls:

Infantry Hero
Monster Hero
Infantry
5.1 Keywords
Some abilities have one or more keywords listed at the bottom of the ability on their keywords bar, e.g. the ‘Shoot’ ability shown above has the CORE, ATTACK and SHOOT keywords. Units also have a keywords bar on their warscroll.

Keywords let you know which abilities can be used or which units can be picked as targets for an ability. For example, the ‘Charge’ ability can only be used by a unit if it did not use an ability with the RUN or RETREAT keyword earlier in the turn. The singular and plural forms of a keyword are synonymous for rules purposes.

FAQ

Q:In ‘Pick a friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON INFANTRY or CAVALRY unit that has been destroyed to be the target’ (and similar wordings with multiple keywords), does ‘CAVALRY unit’ mean just that (i.e. with no other keywords) or does it mean ‘ friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON CAVALRY UNIT’?
A:
It means ‘friendly non-HERO LEGION OF THE FIRST PRINCE DAEMON CAVALRY unit’.
Q:Where an ability references multiple keywords but has ‘non-’ at the start of the sequence of keywords(for example, the Skaven Brood Terror’s Lend a Claw ability which targets ‘non-SKRYRE MOULDER’ units’), does this mean the target must not have any of the keywords listed (in this example, the target couldn’t have SKRYRE or MOULDER keywords), or does it mean the target cannot have the first keyword but must have the second (in this example, it cannot have SKRYRE but must have MOULDER)?
A:
The ‘non-’ only relates to the keyword it is directly attached to. Therefore, in the example given, the target cannot have the SKRYRE keyword but must have the MOULDER keyword. If the intent were to exclude both keywords, then it would be expressed as ‘non-SKRYRE non-MOULDER'.
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.
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