General’s Handbook 2026-27

War spreads across the Great Parch of Aqshy like an unstoppable inferno. Skaven swarm out from the twisted hellscape of the Gnaw, eager to corrupt and despoil. The lands that border the Heartblood Sea are subjected to near-constant raids from blood-crazed killers, whilst the smoke from corpse-fires and ruined war engines rises over the Snow Peaks.



Books

BookKindEditionLast update
  General’s Handbook 2026-27
  General’s Handbook 2026-27Expansion4June 2026

FAQ

Matched Play Battlepack

General’s Handbook 2026-27

1. Pick Your Armies

Each player picks an army using the rules in Army Composition 2026-27 (Advanced Rules).

Advanced Rules

In addition to the Core Rules and the Season Rules 2026-27, this battlepack uses the following Advanced Rules:

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 Aqshian objectives: 2 Sun Seekers objectives, 2 Golden Lions objectives, 1 Heldenhain objective and 1 Scions of the Comet 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 an Aqshian objective, a unit must be within the control zone of that objective.

Some battleplans will use more than 1 of the same type of Aqshian objective. For example, they could include 2 Sun Seekers objectives and/or 2 Golden Lions objectives. In these battleplans, the rules refer to 2 of the same type of 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 Aqshian objectives of the same type.

The defender sets up Aqshian 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 a Heldenhain objective, the Heldenhain 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 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 objectives and terrain features 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 victory points more 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 cards instruct you to pick something, you must tell your opponent what you have picked 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.

Aqshian Crusades

Sometimes you might want to link together multiple battles in order to play a tournament or start a campaign. With the General’s Handbook 2026-27 battlepack, you can do this by launching an Aqshian Crusade.

An Aqshian Crusade is a set of battleplans that, when played in order, give your Matched Play experience a narrative spin. Whether you intend to play a single-day or weekend tournament or embark on a long-term campaign, there is a crusade for you! In an Aqshian Crusade, the same types of terrain are used for all games that would typically be played on the same day, and, in the case of two-day crusades, the battles that would usually be fought at the end of the first day have simpler twists (because even renowned tacticians need some downtime!).

Crusade Types

To launch an Aqshian Crusade, pick 1 of the following crusade types:

CRUSADE TYPENUMBER OF GAMESLENGTH
Ash Road Foray31 day
Firestorm Offensive52 days
Domination March12Ongoing campaign

Mapping the Warpath

Next, pick 1 of the pre-made Aqshian Crusades from the table below. Alternatively, if you’re feeling adventurous, you can mix and match battleplans to forge your own narrative.

Each pre-made crusade tells a different story, as summarised in the 'Synopsis' column. The 'Battleplans' column tells you which battleplans from the General’s Handbook 2026-27 battlepack each crusade uses and the order in which to play them. A battleplan’s number can be found at the top of its card.

CRUSADE NAMECRUSADE TYPESYNOPSISBATTLEPLANS
The Heartblood OffensiveAsh Road ForayRaiders from afar descend upon the frontier strongpoints of the Heartblood Sea.2, 5, 11
The Long MarchAsh Road ForayAn army is forced to traverse the hostile and fire-blasted wilds of the Parch to reach a safe haven.3, 4, 10
Seizure of the Everblaze PassAsh Road ForayForces battle for control of a vital realmgate in order to secure a route to the heart of the Great Parch.1, 6, 12
The Scorched Coast LandingsFirestorm OffensiveA fleet lands on the coast of the Gnaw and heads deep inland to seize a realmgate and destroy their foes.2, 5, 7, 6, 12
Godsworn DelveFirestorm OffensiveAn army pillages a long-buried Stormvault before fleeing to the coast with their cargo of precious treasures.3, 4, 9, 5, 11
Shield of AqshyFirestorm OffensiveReinforcements rush into Aqshy to help secure the front lines and prevent disaster.1, 6, 8, 4, 10
The Harrying of the ParchDomination MarchA great army rampages across the Great Parch, subduing its rivals and seizing control of the lands.1-12

Joint Crusades

Occasionally, crusading armies with a common cause might form temporary alliances or fractious coalitions. Joint Crusades are events for teams with an equal number of players whose armies are fighting alongside one another on an Aqshian Crusade.

Before starting a Joint Crusade, the event organiser picks a number of Aqshian Crusades of the same type equal to the number of players in a team divided by 2, rounding up. For instance, if there were 5 players in each team, they would pick 3 crusades. The same crusade can be picked more than once. The event organiser then numbers the crusades they picked (see 'Preparing for Battle'). Battles will be fought using the battleplans in those Aqshian Crusades.

Rounds

A Joint Crusade comprises a number of rounds. We recommend 3 rounds for a 1-day event and 5 rounds for a 2-day event.

In each round, the teams are drawn against each other (either randomly or by using a format such as the Swiss system) and each player in a team is paired with a player in the team they are drawn against. The 'Pairing Armies' section contains an example method for pairing players.

Preparing for Battle

In the first round, the first two players from each team to be paired play the first battleplan in Aqshian Crusade 1, the next two play the first battleplan in Aqshian Crusade 2, and so on.

In the second round, the first two players from each team to be paired play the second battleplan in Aqshian Crusade 1, the next two play the second battleplan in Aqshian Crusade 2, and so on.

Repeat this sequence for each round. If there are more rounds than battleplans in an Aqshian Crusade, cycle through the battleplans in that crusade again from the beginning.

Pairing Armies

During a Joint Crusade, you will find that some players’ armies are better suited to certain battleplans than others. Your team must work together to ensure the right armies are fighting the right battles. To decide which armies will be fighting on which battleplan, follow these steps at the start of each round. We recommend writing the names of each army on your team on separate cards to create a hand of cards to use in this process.

  1. Each team secretly picks 1 of the armies in their hand to be the guarding army for that battleplan. The guarding armies are then revealed simultaneously.
  2. Each team presents 2 of their non-guarding armies to be prospective invading armies against the opposing team’s guarding army.
  3. Each team picks 1 of the opposing team’s invading armies to be paired with their guarding army, revealing their choices simultaneously. The army that was not picked is returned to their team’s hand.
  4. Repeat steps 1-3 until each team is left with either 1 or 2 unpaired armies in their hand.

  • If each team has 2 unpaired armies left, follow step 1, then each team’s guarding army is automatically paired with the opposing team’s remaining army.
  • If each team has 1 unpaired army left, those armies are automatically paired.

Glorious Alliance

At the end of each round, add up the victory points earned by all players on your team. The team with the highest total wins the round!

Matched Play Publications 2026-27

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 2026-27
  • Warhammer Age of Sigmar Faction Packs
  • Battle Profiles & Rules Updates
  • Battletome publications, 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 2026-27

FAQ

Show
Q:How do manifestations and faction terrain interact with the new seasonal abilities?
A:
Manifestations and faction terrain cannot use ‘Eruption of Fury’ or benefit from ‘Fight Through the Pain’, as they are not units. Enemy manifestations and faction terrain can only be targeted by ‘Eruption of Fury’ if they have a Move characteristic – the friendly unit will not be in combat with them in the End of Turn phase if they do not.
When fighting battles using the General’s Handbook 2026-27 battlepack, both players can use the following abilities:

Once Per Battle (Army), Deployment Phase
RAISING THE HEAT: The battlefields of Aqshy awaken a burning rage deep within all warriors and beasts, the flames of which are stoked should the enemy seek to intimidate or threaten them.

Effect: If you are the attacker, set your fury level to 1. If you are the defender, set your fury level to 2.


Once Per Turn (Army), Start of Battle Round
SIMMERING RAGE: A wild fury burns in the soul of this commander, threatening to explode at any moment.

Declare: You must use this ability.

Effect: Gain a number of rage dice equal to your fury level. At the end of the battle round, any unspent rage dice are lost.


Once Per Turn (Army), End of Any Turn
ERUPTION OF FURY: Stoked by the ongoing battle, this warrior’s wrath erupts in a display of bone-splintering violence.

Declare: Pick a friendly unit to use this ability, then pick an enemy unit in combat with that friendly unit to be the target.

Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3 rage dice.

Resolve a number of combat attacks against the target using the melee weapon you picked equal to the number of rage dice you spent.

Those attacks cannot score critical hits. Instead, for each unmodified hit roll of 6 for those attacks:
  • Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability.
  • Your opponent must increase their fury level by 1, to a maximum of 7.

For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (ward rolls cannot be made for those damage points).

Designer’s Note: Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3 rage dice to use this ability, you only make 3 combat attacks.
KEYWORDSATTACK, FIGHT

FAQ

Show
Q:When using ‘Eruption of Fury’, can I use a reaction to pick another unit to use a FIGHT ability immediately after?
A:
No – while you can use reactions to ‘Eruption of Fury’, abilities that let you pick a unit to immediately use a FIGHT ability do not override the restrictions of the FIGHT ability. As a result, you cannot use them to have a unit fight outside the combat phase.
Q:Do STRIKE-FIRST or STRIKE-LAST have any effect when using ‘Eruption of Fury’?
A:
No.

Passive
FIGHT THROUGH THE PAIN: Anger can grant one the resilience to shrug off grievous wounds – if the promise of vengeance is close at hand.

Effect: Before allocating damage to a friendly unit, you can spend any number of rage dice. For each rage dice spent, reduce your fury level by 1, to a minimum of 0, then roll a dice. On a 3+, remove 1 damage point from that unit’s damage pool.

FAQ

Show
Q:When applying the effect of ‘Fight Through the Pain’, are rage dice spent one at a time or all at once?
A:
All at once.

Using The Scourge of Aqshy Rules

The Scourge of Aqshy 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 2026-27 battlepack.

SCOURGE OF AQSHY WARSCROLLS
If you wish to use a Scourge of Aqshy 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 Aqshy warscroll for another.

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

In addition, other rules that interact with the printed version of that unit interact with the Scourge of Aqshy 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 Aqshy version; they are synonymous in this regard.

SCOURGE OF AQSHY 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 Aqshy 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 Aqshy 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 Aqshy 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 Aqshy rules and that they add a fun new dimension to your faction!

FAQ

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

Battle Tactics 2026-27

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. If, at the end of your turn, you have met the conditions for completing a battle tactic and you can complete it, you must complete it.

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.
  • If you meet the conditions for completing a battle tactic and you can complete it, ypu must complete it.
  • 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

Blazing Onslaught

Ushered in with smoke and fire, the battle for control of a vital holdout begins in earnest.

At the start of the battle, after using all
Deployment Phase
abilities but before determining which player will take the first turn, your opponent must pick 1 non-FACTION TERRAIN terrain feature within their territory to be their hideout. The hideout cannot be removed from the battlefield at any point during the battle.
AFFRAY: MASTER OF ARMS

A successful invasion requires skill in all aspects of war.

You complete this battle tactic at the end of your turn if the same enemy unit had at least 1 damage point allocated to it in 3 different phases this turn.
5
VICTORY
POINTS
STRIKE: BREAK THEIR DEFENCES

The enemy cannot hide away for long…

You complete this battle tactic at the end of your turn if you control the enemy hideout.
5
VICTORY
POINTS
DOMINATION: NO SURVIVORS

Ensure that the only tales told of this battle are tales of your victory.

You complete this battle tactic at the end of your turn if 2 or more enemy units were destroyed this turn and you control the enemy hideout.
5
VICTORY
POINTS

BATTLE TACTICS CARD 2

Siege of Ashes

You have manned a stronghold barring the enemy’s path and will defend it to the death.

AFFRAY: FORM A WALL

A good defence begins with solid foundations.

You complete this battle tactic at the end of your turn if 2 or more friendly units are wholly outside friendly territory, wholly within 6" of friendly territory and within 3" of each other.
5
VICTORY
POINTS
STRIKE: OUTPOST RESUPPLY

A general must be precise as to where and when they assign reinforcements.

You complete this battle tactic at the end of your turn if you control an objective within enemy territory and that objective is contested by:
  • At least 1 friendly unit that did not use a MOVE ability this turn
  • At least 1 other friendly unit that charged this turn.
5
VICTORY
POINTS
DOMINATION: REPEL THE ATTACKERS

Unleash the fury within and scour the enemy from the field.

You complete this battle tactic at the end of your turn if there are 3 or more friendly units within 3" of the centre of the battlefield that are not in combat.
5
VICTORY
POINTS

BATTLE TACTICS CARD 3

Flanking Firestorm

The plan is simple: outflank and surround the enemy, and make sure not one of them escapes alive.

AFFRAY: AMBUSCADE

Send forth skirmishers to lie in wait for the enemy.

You complete this battle tactic at the end of your turn if 2 or more objectives or non-FACTION TERRAIN terrain features that you control, in any combination, are each contested by a different friendly unit that is more than 6" from friendly territory and was not set up this turn.
5
VICTORY
POINTS
STRIKE: SURROUND THE ENEMY

Encircle the foe as the flames of a conflagration encircle the doomed.

You complete this battle tactic at the end of your turn if 2 or more friendly units that were not set up this turn are each within 9" of a different corner of the battlefield and wholly outside friendly territory.
5
VICTORY
POINTS
DOMINATION: CLAIM WHAT’S YOURS

These lands are yours; force the enemy from them.

You complete this battle tactic at the end of your turn if there are more friendly units within enemy territory than enemy units and there is at least 1 friendly HERO wholly within enemy territory.
5
VICTORY
POINTS

FAQ / Errata

Show
FAQ
Q:In Ambuscade, for a unit to be ‘more than 6" from friendly territory’, can any model in that unit be within 6" of friendly territory?
A:
No.
Errata
Battle Tactics Card 3: Flanking Firestorm
In the Affray: Ambuscade battle tactic rule, replace ‘objectives or terrain features’ with ‘objectives or non-FACTION TERRAIN terrain features’.

BATTLE TACTICS CARD 4

Smokescreen

Draw the foe in by feigning weakness, concealing your true strength amidst the smoke of battle until the right moment.

AFFRAY: KEEP THE ENEMY CLOSE

Keep your motives concealed and the enemy unaware of their role in your plans.

You complete this battle tactic at the end of your turn if you control an objective that is contested by at least 1 enemy unit.
5
VICTORY
POINTS
STRIKE: FEIGN WEAKNESS

Allowing the foe to have small victories keeps them distracted from the task at hand.

You complete this battle tactic at the end of your turn if more friendly units were destroyed this turn than enemy units.
5
VICTORY
POINTS
DOMINATION: EXECUTE THE PLAN

Bring your plan to fruition and watch as the enemy army goes down in flames.

You complete this battle tactic at the end of your turn if you control each objective within enemy territory.
5
VICTORY
POINTS

BATTLE TACTICS CARD 5

Burning for Vengeance

The enemy’s outrages merit brutal punishment. Track them down and run them to ground.

At the start of the battle, after using all
Deployment Phase
abilities but before determining which player will take the first turn, pick an enemy HERO on the battlefield or in reserve to be the fugitive for the rest of the battle.
AFFRAY: SEARCH EVERY INCH

Whether lava field, ash-plain or humid jungle, leave no corner unexplored.

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, those friendly units are more than 9" from the centre of the battlefield, and no more than 1 of those friendly units was set up this turn.
5
VICTORY
POINTS
STRIKE: QUICK PURSUIT

Having been spotted, time is running out for the fugitive.

You complete this battle tactic at the end of your turn if 1 of the following is true:
  • There are 3 or more friendly units that are not in combat and are within 12" of the enemy fugitive.
  • There is no enemy fugitive on the battlefield.
5
VICTORY
POINTS
DOMINATION: BRING THEM IN

Dead or alive, the fugitive will pay for their actions.

You complete this battle tactic at the end of your turn if 1 of the following is true:
  • There are 3 or more friendly units in combat with the enemy fugitive.
  • There is no enemy fugitive on the battlefield and 3 or more friendly units are contesting the same objective that is wholly outside friendly territory.
5
VICTORY
POINTS

BATTLE TACTICS CARD 6

Legend of The Parch

As raging fire and death threatens to consume all, a hero will arise and a legend will be born.

AFFRAY: DARING RESCUE

The most respected warriors are those who willingly aid their allies.

You complete this battle tactic at the end of your turn if an enemy unit that was in combat at the start of the turn was destroyed by a combat attack made by a friendly unit that charged this turn.
5
VICTORY
POINTS
STRIKE: COMMAND FROM THE FRONT

Commanders must work in tandem to fuel the machine of war.

You complete this battle tactic at the end of your turn if there are 2 or more friendly HEROES on the battlefield, all friendly HEROES are within 9" of a visible enemy unit and no friendly HEROES were slain this turn.
5
VICTORY
POINTS
DOMINATION: HERO OF LEGEND

To complete a grand quest is to see one’s name go down in the annals of history.

You complete this battle tactic at the end of your turn if you control an objective wholly outside your territory that you did not control at the start of the turn and a friendly HERO is contesting that objective.
5
VICTORY
POINTS

FAQ

Show
Q:Can you score Command from the Front if a friendly HERO is in reserve?
A:
No, as that HERO is not within 9" of an enemy unit.

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 Aqshian objectives are indicated on the battleplan maps by the following icons.


Each icon represents the Aqshian 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 a Heidenhain objective icon, place a Heidenhain 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
Battleplan 1 (Table 1)

Into the Fire

TWIST: Both players’ armies have the 'Secure the Gateway' ability. While you are the underdog, your army has the 'Determined Defenders' ability.

Passive
SECURE THE GATEWAY
Effect: While you control the Place of Power wholly within friendly territory, friendly units’ melee weapons have Anti-charge (+1 Rend) while they are contesting an objective you control.

Passive
DETERMINED DEFENDERS
Effect: Add 3 to the control scores of friendly units while they are wholly outside enemy territory.


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 4 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 2 (Table 1)

Bloodstained Coasts

TWIST: From the second battle round onwards, both players can use the following abilities:

Any Combat Phase
EMBERSTONE-AUGMENTED WEAPONS
Declare: Pick a friendly unit that charged this turn and has any emberstone slivers to be the target.

Effect: Pick 1 of the following effects to apply for the rest of the turn:
  • Add 1 to hit rolls for the target’s combat attacks.
  • Add 1 to wound rolls for the target’s combat attacks.

Then, if you are the underdog, remove all of the target’s emberstone slivers. Otherwise, remove all emberstone slivers from each friendly unit.

Once Per Turn (Army), Your Hero Phase
EMBERSTONE CACHE
Declare: Pick a friendly unit contesting an objective you control to be the target.

Effect: Give the target an emberstone sliver.

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.
  • In the first battle round, score 4 victory points if you control more objectives than your opponent.
  • From the second battle round onwards, score 4 victory points if you control an objective that was controlled by your opponent at the start of the turn.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 3 (Table 1)

Avalanche of Ash

TWIST: If you are the underdog, you must use the following ability.

Once Per Battle Round, Start of Battle Round
COLLAPSING PASS
Declare: Pick each objective to be the targets. Then, pick 1 of the targets to be the focus.

Effect: Roll a dice for each target. Add 1 to the roll for each unit (friendly and enemy) that is contesting it. If the target is the focus, you can add 3 to or subtract 3 from the roll. On a 8+, remove the target from the battlefield.

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 4 victory points if you control more objectives than your opponent.
  • Score 3 victory points if there is no more than 1 objective on the battlefield and you control a non-FACTION TERRAIN terrain feature within enemy territory.
  • Score 7 victory points if there are no objectives on the battlefield and you control more non-FACTION TERRAIN terrain features than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 4 (Table 1)

Caverns of Slaughter

TWIST: If you are the underdog, you can use the ’Shifting Passages’ ability. Both players can use the "Navigate the Tunnels" ability

Once Per Battle Round, Start of Battle Round
SHIFTING PASSAGES
Declare: Pick 2 non-FACTION TERRAIN terrain features to be the targets.

Effect: Remove all hidden passage tokens from the battlefield (if any). Then, give each target a hidden passage token.

Once Per Turn (Army), Your Movement Phase
NAVIGATE THE TUNNELS
Declare: Pick a friendly unit wholly within 6" of a terrain feature that has a hidden passage token to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 6" of a different terrain feature that has a hidden passage token and more than 9" from all enemy units.

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 4 victory points if you control any pairs of objectives.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 5 (Table 1)

What's Yours Is Ours

TWIST: While the battle round number is odd, the pair of Golden Lions objectives is the coveted pair of objectives.

While the battle round number is even, the pair of Sun Seekers objectives is the coveted pair of objectives.

If you are the underdog, you can use the following ability:

Once Per Battle Round, Start of Battle Round
ALL THE RAGE
Declare: Pick a pair of objectives to be the target.

Effect: For the rest of the battle round, the target is the coveted pair of objectives instead of the other pair of objectives.


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 the coveted pair of objectives.
  • Score 4 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 6 (Table 1)

Hidden Under Ash-Clouds

TWIST: At the start of each battle round, the underdog must pick whether or not the ash-clouds are low-lying. If there is no underdog, the ash-clouds are low-lying.

The following passive ability applies this battle:

Passive
ROLLING ASH-CLOUDS
Effect: While the ash-clouds are low-lying:
  • Units and MANIFESTATIONS cannot be set up in neutral territory.
  • Units and MANIFESTATIONS cannot end a move within neutral territory unless they started that move wholly within neutral territory.
  • Models and MANIFESTATIONS are not visible to other models more than 3" away unless a straight line can be drawn between any points on their bases that does not cross neutral territory.

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 4 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

FAQ / Errata

Show
FAQ
Q:In the ‘Hidden Under Ash-clouds’ battleplan, are the ash-clouds low-lying during the deployment phase?
A:
Yes, as there is no underdog during the deployment phase.
Errata
Hidden Under Ash-Clouds
In the effect of ‘Rolling Ash-clouds’, in all bullet points change ‘ and MANIFESTATIONS’ to ‘, terrain features and MANIFESTATIONS’.
Battleplan 7 (Table 2)

Warped Ruins

Each non-FACTION TERRAIN terrain feature must be set up within 12" of at least 1 other non-FACTION TERRAIN terrain feature.

TWIST: If you are the underdog, you must use the following ability.

Once Per Battle Round, Start of Battle Round
SPREADING WARPFIRE
Declare: If there are no flaming terrain features on the battlefield, pick a non-FACTION TERRAIN terrain feature to be the target. Otherwise, pick a non-FACTION TERRAIN terrain feature that is not flaming and that is within 12" of a flaming terrain feature to be the target.

Effect: The target is flaming for the rest of the battle. Then, inflict D3 mortal damage on each unit (friendly and enemy) within 6" of any flaming terrain features.


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 any pairs of objectives.
  • Score 4 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 8 (Table 2)

Curse of the Gnaw

TWIST: At the start of the battle, the instability level is 1. Each time either player uses the 'Activate Place of Power' ability, add 1 to the instability level, to a maximum of 6.

After deciding who will take the first turn, the underdog can use the following ability.

Once Per Battle Round, Start of Battle Round
ECHOES OF BLIGHT CITY
Declare: Pick an objective to be the target.

Effect: Inflict an amount of mortal damage on each unit (friendly and enemy) contesting the target equal to the Instability level. Then, reset the Instability level to 1.

Each player scores victory points at the end of each of their turns as follows:
  • Score 3 victory points if you control the Golden Lions objective.
  • Score 3 victory points if you control the Sun Seekers objective.
  • Score 4 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 9 (Table 2)

Seize the Embers

TWIST: Both players can use the following abilities:

End of Your Turn
SEARCH THE RUIN
Declare: Pick a friendly unit that does not have an emberstone nugget and is contesting a Sun Seekers objective to be the target.

Effect: Give the target an emberstone nugget. If you are the underdog, the target can immediately move 6" but cannot end that move in combat. The target cannot use the ‘Back to Base Camp’ or ‘Power Through’ ability for the rest of the turn.

Once Per Turn (Army), End of Your Turn
BACK TO BASE CAMP
Declare: Pick a friendly unit that has an emberstone nugget, was not set up this turn and is contesting a Golden Lions objective to be the target.

Effect: Remove the target’s emberstone nugget.

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.
  • In the first battle round, score 3 victory points if you control 2 or more objectives.
  • From the second battle round onwards, score 3 victory points if you used the 'Back to Base Camp' ability this turn.
  • Score 4 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

FAQ

Show
Q:In the Seize the Embers battleplan, can a unit bring an emberstone nugget into reserve?
A:
Yes.
Battleplan 10 (Table 2)

Treacherous Ground

TWIST: At the start of the battle, all objectives are stable.

Both players must use the 'Tread Carefully' ability. Then, from the second battle round onwards, if you are the underdog, you can use the 'Violent Tremor' ability.

Once Per Battle (Army), Start of First Battle Round
TREAD CAREFULLY
Declare: Pick an objective within friendly territory to be the target.

Effect: The target is no longer stable.

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

Effect: The stable target objective is no longer stable. The other target objective is stable instead.

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 stable objective.
  • Score 3 victory points if you control 2 or more stable objectives.
  • Score 4 victory points if you control more stable objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 11 (Table 2)

Escape from the Coast

TWIST: If you are the underdog, you can use the following ability.

Once Per Battle Round, Start of Battle Round
TO THE SHIPS!
Declare: Pick the Heldenhain or a Sun Seekers objective to be the target.

Effect: Remove the target from the battlefield.

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 4 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle
Battleplan 12 (Table 2)

Power of the Realms

TWIST: At the start of the battle, the Sun Seekers objective is the primary objective and the other objectives are secondary objectives.

If you are the underdog, you can use the following ability.

Once Per Battle Round, Start of Battle Round
ARCANE CHARGE
Declare: Pick a Place of Power you control to be the target.

Effect: Draw a straight line from the centre of the primary objective to the target. If that line crosses any secondary objectives, the first secondary objective that the line crosses is now the primary objective and all other objectives are now secondary objectives.

Each player scores victory points at the end of each of their turns as follows:
  • Score 3 victory points if you control the primary objective.
  • Score 3 victory points if you control 2 or more secondary objectives.
  • Score 4 victory points if you control more objectives than your opponent.
Obscuring
Terrain
Place of PowerArea Terrain
or Obstacle

Tournament Organiser Pack 2026-27


Why Run a Warhammer Age of Sigmar Event?

Organised events are a hugely enjoyable and exciting way to play Warhammer Age of Sigmar, but without tournament organisers (TOs), no one would get to experience them. Running an event is not only fun for the TO, it is also a different way to enjoy the hobby. There are few things as rewarding as watching over a group of enthusiastic hobbyists playing competitive Warhammer Age of Sigmar at an event that you have organised. Moreover, it’s a well-known fact that TOs are the true heroes of the Mortal Realms!

But what does it mean to be a TO? Ultimately, a TO is in charge of setting up and running an event. This includes organising the venue, preparing a ‘pack’ that sets out everything players need to know to prepare for and attend the event, welcoming players to the venue, making decisions on rules queries (or bringing in an appointed judge) and compèring the closing ceremony while the awards are being handed out.

This section of the General’s Handbook provides you with all the information you need to be a TO for your own event. It contains lots of hints and tips on how you can customise the event to your own preferences as well as an example tournament pack.

We have split the information into two main categories: what a TO needs to consider when planning an event and what a TO will need to do during the event. Remember, though, these are simply guidelines intended to assist you in planning and running your event; they are not hard and fast rules.


Planning Your Event


There is a saying that TOs in the Warhammer Age of Sigmar event community often use: ‘Run the event that you would like to play in’.

The Pack

Every event should have a document called a ‘pack’. The pack provides the players with all the details about the event, such as where it is, what battlepack will be played and what awards can be won. An example pack can be downloaded from warhammer-community.com.

The Battlepack

One of your first decisions should be what battlepack you want to use for your event – and there are many different battlepacks published by Games Workshop for you to choose from! We also periodically publish new battlepacks in White Dwarf or on warhammer-community.com.

The General’s Handbook 2026-27 battlepack is designed for Matched Play events; however, there are multiple ways to play Warhammer Age of Sigmar, and you should pick a battlepack that reflects the type of event you wish to run. For example, the Spearhead battlepack City of Ash is fantastic for small, quick games of Warhammer Age of Sigmar using fixed army rosters, the Matched Play battlepack First Blood is excellent for introducing players to competitive play, while the Path to Glory battlepack Blighted Wilds provides a framework for narrative play and campaigns. The General’s Handbook 2026-27 battlepack also introduces Joint Crusades as a way to run events for teams of multiple players fighting side-by-side.

It’s worth having a good read of each battlepack to make sure that it fits your vision for your event. Not only will this ensure that you understand the rules of the battlepack, it will also give you an indication of how much pre-event preparation is required. For instance, creating the opening narrative of a Path to Glory event will take a little more effort to prepare than an off-the-shelf First Blood event, but it will be no less exciting or rewarding.

Maximum Points Limit

The maximum points limit will determine how large each player’s army can be. The higher you set the maximum points limit, the longer it will take players to finish their games.

The most common points limit for Matched Play events is 2000 points; however, feel free to set a higher or lower points limit if it would better suit your event.

Army Rosters

With regard to army rosters, it is worth bearing in mind that new rules can change the points of existing units or otherwise change army composition options. As both events and new miniature and battletome releases often take place on a weekend, this means that new rules can come into effect after the first round of an event has started. Therefore, many TOs will specify a ‘cut-off date’ for rules – any rules introduced after this date cannot be used at the event. The timing of the cut‑off date is entirely at your discretion, but we suggest either the same day as the pre-event list submission deadline (see below) or 1-2 weeks before the event to give players time to adjust their lists.

As TO, you might be happy for players to bring their army rosters to their event and show them to their opponents before each game, or you might prefer players to submit their army rosters a week or so prior to the event. Having a pre-event list submission deadline means that you have time to independently check army rosters for mistakes and allows you to share the lists among all the players, should you wish. This kind of event is often called an ‘open-list event’.

One advantage of open-list events is that the players also get a chance to look over and discuss their potential opponents’ lists, so they can help to identify any inconsistencies that might need to be fixed before the event.

Whichever option you decide is best for your event, we recommend that you ask players to use the Warhammer Age of Sigmar App to build their army roster so that the rosters are clear and all follow the same format.


Number of Rounds

You will need to choose how many rounds you want to have at your event. Each player will play 1 game of Warhammer Age of Sigmar per round, so at a three-round event, each player will play 3 games. The table below gives an indication of how long a typical 2000-point event will take depending on the suggested number of rounds. Note that your event can contain as many rounds as you like; the numbers below are indications on how long an event with that many rounds will take.

Number of RoundsApproximate DurationEvent Notes
31 dayOften called a ‘one-dayer’ and usually held on a Saturday or Sunday. Works well with 4 or more players.
52 daysA standard event length that fits nicely into a weekend. Works well with 6 or more players.
83 daysOften used for Grand Tournaments or other large events with 80+ players.

Scheduling Round Timings

You will need to decide how much time will be allotted for each round and how this will determine the schedule for your event. For a 2000-point game, we suggest allowing around 2 to 3 hours per round. If your players are relatively experienced at playing Matched Play games, they should be able to finish more quickly and you can have shorter round times.

Players will need a break between each round and you, as the TO, will need enough time after all the games have finished to collate the results and work out the pairings for the next round. We suggest a minimum of 30 minutes between rounds.

Suggested Game Speed Milestones and Time Breakdown


Outside of tournaments, many players do not complete their games against a set clock. As a result, when a loudspeaker shouts ‘Two hours remaining!’, most players do not naturally think ‘We should almost be done with the entire first battle round!’. To help with this, rather than simply calling time left, we recommend calling time based upon the game speed milestone players should have (on average) arrived at. These time calls exist to help keep the flow of play moving, and are not binding. The suggested milestones are:

For clarity, this provides each player with, on average, the following time breakdown for the typical game:

Time RemainingMilestone
3:00Start round (formally)
2:50Complete pre-game discussions and decisions
2:30Deployment complete, begin Round 1
1:50First Battle Round complete, begin Round 2
1:10Second Battle Round complete, begin Round 3
0:40Third Battle Round complete, begin Round 4
0:20Fourth Battle Round complete, begin Round 5
0:10Do not begin a new Battle Round without a judge’s permission
ActivityTime per Player
Pre-game activities, review army lists, select secondaries5 minutes
Deploying their models10 minutes
Playing their First Turn20 minutes
Playing their Second Turn20 minutes
Playing their Third Turn15 minutes
Playing their Fourth Turn10 minutes
Playing their Fifth Turn10 minutes

We also recommend letting the players know that if they are concerned about finishing their game on time, they should not hesitate to call a judge. It is a good approach that, to ensure all games finish within the allotted time, judge assistance is an active part of time-constrained games.


Battleplans


You can pick battleplans before your event or randomly determine them before each round. If you pick them before the event and make them public, players can tailor their lists to be the most efficient for those battleplans. Conversely, using ‘secret’ or randomly determined battleplans will mean that players will likely need to bring ‘all-rounder’ army rosters in order to do well.

If you aren’t sure what battleplans to choose for your event, the General’s Handbook 2026-27 also contains a selection of pre-made Aqshian Crusades that have a set list of battleplans alongside a short thematic link.

You will also need to consider terrain placement. The General’s Handbook 2026-27 battlepack contains 2 rules sets for terrain placement: in the first, placement is determined by the attacker/defender roll-off, while the second uses preset terrain layouts.

For larger events using preset terrain layouts, it may be more convenient to leave the same terrain set up over multiple battles. In order to facilitate this, each preset terrain layout lists at the top of the page which other battleplans are compatible with that terrain layout.


Pairing Players


While the first round of most tournaments is randomly paired, subsequent round pairing can be done in a number of ways. The first pairing metric should be player record, i.e. pairing a 3-1 player with another 3-1 player, and so on. Given that most rounds will include numerous players with the same record, however, deciding pairings beyond this metric can be quite nuanced, and the different methods available can have significant impacts on the experience of players at an event. We recommend pairing players by the following criteria:

- First – by record (i.e. the number of wins, losses and draws)

- Second – by win path (i.e. the timing of the rounds in which a player won or lost their games)

- Third – randomly within players of the same ranking

Win Path

A player’s ‘win path’ refers not to their number of wins and losses but to the timing of those wins and losses. While pairing by win path has an incidental tendency to pair people by strength of schedule, its greatest impact is on the overall enjoyment experienced by all players, as it tends to pair players based upon shared experience.

For example, let’s take two 3-1 players. One of them lost their first game; they likely lowered their expectations for winning the whole event after this but are probably in a great mood after three consecutive victories. The other player won their first three games then lost their fourth – a sharp disappointment after a 3-0 start. Should these players face off, their shared enjoyment may be at odds as they are in very different emotional places. Using win path as the second pairing metric would ensure that these players do not face each other in round 5. They would instead face players that won and lost in the same rounds.

Win path ensures players enter their match with recent common experiences upon which to build a friendship during their next game of Warhammer.

Ranking Players

You will need a scoring system so that you can both rank your players and work out which player is the champion! The simplest scoring system is a win/loss/draw ranking system where the player who wins the most games is the champion. However, Matched Play battleplans also further categorise the result of a game into a major victory, a minor victory or a draw (with major losses and minor losses implied rather than called out).

Therefore, we recommend a scoring system that ranks players according to the number of major victories they have achieved, then the number of minor victories, draws, minor losses and major losses.

With any system, even small events can end up having players with the same scores, and so it is important to have a tie-breaker system in place. We recommend using the following as tie-breakers:

1. Opponent Game Winning Percentage (i.e. a player with more wins against opponents with better win records would place higher)

2. Total number of victory points scored

3. Total number of battle tactics completed

4. Total number of battle tactics that their opponents failed to complete

5. Total victory point differential

Awards

In addition to rewarding the players with the highest scores, some event organisers also like to present a variety of other awards to celebrate other aspects of the hobby such as the theme of an army, the quality of the painting of an army or the sportspersonship displayed by players during the event..

You can decide whether you wish to include awards such as these in your event. If you do, you will also need to determine the methodology of how these awards are won by the players.


Logistical Decisions


There are a number of logistical decisions that you will need to consider when you are planning your event.

Venue

You will need a venue for your event. If your event is too big to host in your house, garden or hobby room, consider speaking to local halls or your friendly local gaming store (FLGS) to see if you can use their space.

Number of Players/Tables

You will need to decide how many players you want to host at your event. This might be restricted by physical factors such as the size of your venue or the amount of terrain you have available. Most importantly, make sure you choose an even number so that everyone has an opponent in each round! We would also recommend having a spare player on hand in case you end up with an odd number of attendees at your event (see the Spare Player section below). This could be a second event judge who plays against odd persons out as necessary without being eligible for awards or placings themselves. Having a spare player ensures everyone who wants to play has equal opportunity.

Terrain

We recommend that you use the terrain layouts presented in the battleplans you have picked for your event. You will need to either provide enough appropriate terrain for each table or ask your players to bring terrain with them. Be aware that if you choose the latter option, you will have little control over the type of terrain that will be used at your event.

Food

Your venue may be able to provide food for your players or you could arrange for some form of catering. If you decide to go down this route, make sure you inform your players of their options and find out if there are any allergies or specific dietary requirements that will need to be catered for. Alternatively, you may decide not to provide food, in which case you will need to allow enough time in your schedule for players to find somewhere to buy food if they have not brought any with them. Either way, make sure that your players are aware of your decision prior to the event so that they can prepare accordingly.

Tickets (Price, Method of Purchase, Refund Policy)

You will need to set the ticket price, tell your players how they can purchase a ticket and clarify your refund policy. We suggest including a cut-off date after which refunds will not be provided – this means you will not end up out of pocket if several players are unexpectedly unable to attend your event.

Judges

If possible, you should have a judge – someone who can mediate any disputes that may arise. Be clear to your players that judges have final say on rules disputes on a game-by‑game basis. To avoid conflicts of interest, we recommend having a player who is not participating in the event to be your judge. Additionally, this person can serve as a spare player as mentioned above, should the need arise.

The first port of call for judges should always be to double-check the exact wording of the rules in question (whether in the Core Rules, a battletome or another supplement). We regularly answer additional rules queries and address any errata on warhammer‑community.com. In the event that they cannot find clear guidance, the judge should make what they feel is the most reasonable and fair ruling to allow the game to progress.

Active Judging

Active judging is a proactive method of judging Warhammer events and is often adopted by experienced TOs. If you feel confident enough to do so, we recommend adopting an active judging approach for your event.

Active judging is just that: taking an active approach to judging the event as opposed to waiting for questions or issues to arise. Active judging requires judges to be constantly moving between tables and observing play. This allows the judge to immediately correct any misplays and also implicitly communicates that judges are closely watching games, which will help to dissuade any intentional misplays. It is important that you inform your players that active judging is in effect and that judges do not need to be called prior to resolving an issue.

Recording Scores

You will need to record scores during your event. You could use a custom-built spreadsheet or, alternatively, there are several websites and apps that can record scores for you. The Warhammer Events team uses Best Coast Pairings (BCP) to manage pairings and placings at our events.

Using Best Coast Pairings will also allow you to submit both competitive and hobby track scores to the International Tournament Circuit (ITC). The ITC is the global ranking system for both competitive events and hobbying. Tens of thousands of players compete in the ITC and including your event in it can help to bring in more attendees!

Pre- and Post-gaming

You will need to allow time in your schedule for a welcome briefing (which should include health and safety information, such as the locations of fire exits and welfare facilities) and an award ceremony after the games have all finished.

Permissible Models

Players will need to know what models will be permissible at your event and to what standard they must be painted. We recommend that all models should be fully assembled and painted to at least a Games Workshop Battle Ready standard. You can find further information on this at warhammer-community.com.

Prizes

If you decide to give out awards at your event, you will need to determine what the prizes will be. We recommend at least 1 prize for gaming, 1 prize for painting and 1 prize for sportspersonship. If you have sufficient prize support, you could award first, second and third places. Common prizes include trophies, certificates and boxes of Citadel Miniatures. Downloadable certificates can be found on warhammer-community.com.

Spare Player

Sometimes, real life gets in the way of Warhammer and players have to drop out of an event unexpectedly. This could leave you with an uneven number of players, meaning that each round, one player would not have an opponent. Given that players will have come to your event to play Warhammer Age of Sigmar, the best option is to make sure you have a spare player, such as a friend or a clubmate, who can step in and play if needed. If this is not possible, you could award maximum points to the player who did not have an opponent that round.

Contact Details (Event-specific Email Address/Phone Number)

Your players may need to get in touch with you to clarify some details about the event, so we recommend providing them with an email address and/or telephone number that they can contact you on.


What To Do With Overruns

Despite a TO’s best efforts, games will sometimes overrun the time allotted for a round. You will need to decide how you will deal with these situations. If the game is almost at an end, you could let the players continue playing the game to its natural conclusion, provided that to do so would not impact the start of the next round.

If there is not enough time to allow the battle to finish without impacting the start of the next round, we recommend encouraging the players to talk through the most likely outcome of the remaining battle round(s), facilitated by a judge. These instances should be a rarity, as the best situation is to ensure that there is sufficient time and that milestones are clearly communicated so that all games reach their natural conclusion.


Dropped Players

Sometimes, in exceptional circumstances, a player might need to leave an event and are unable to complete their remaining games. To make sure that all remaining players can be paired with an opponent, we recommend that you have a spare player available to step in.

If a player has to leave mid-game, we recommend that they receive a major loss and their opponent wins a major victory. Their opponent scores maximum victory points for each remaining round and the player who had to leave scores no further victory points.

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:

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.’
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.
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).
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.

Once Per Turn (Army), End of Any Turn
ERUPTION OF FURY: Stoked by the ongoing battle, this warrior’s wrath erupts in a display of bone-splintering violence.

Declare: Pick a friendly unit to use this ability, then pick an enemy unit in combat with that friendly unit to be the target.

Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3 rage dice.

Resolve a number of combat attacks against the target using the melee weapon you picked equal to the number of rage dice you spent.

Those attacks cannot score critical hits. Instead, for each unmodified hit roll of 6 for those attacks:
  • Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability.
  • Your opponent must increase their fury level by 1, to a maximum of 7.

For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (ward rolls cannot be made for those damage points).

Designer’s Note: Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3 rage dice to use this ability, you only make 3 combat attacks.
KEYWORDSATTACK, FIGHT
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
Passive
FIGHT THROUGH THE PAIN: Anger can grant one the resilience to shrug off grievous wounds – if the promise of vengeance is close at hand.

Effect: Before allocating damage to a friendly unit, you can spend any number of rage dice. For each rage dice spent, reduce your fury level by 1, to a minimum of 0, then roll a dice. On a 3+, remove 1 damage point from that unit’s damage pool.
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.

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.

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.
  • 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.
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

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.
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.’
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.’
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).
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

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

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

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

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

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

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

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

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

1.0 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

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
1.4.3 Area Terrain
Examples: Hills, Stormvault Terrain
Terrain Abilities: Cover
1.4.1 Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover, Unstable
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
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.
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:’
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.
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.

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.
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.
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
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.

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
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

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