General’s Handbook 2026-27


Books

BookKindEditionLast update
  General’s Handbook 2026-27
  General’s Handbook 2026-27Expansion4June 2026
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 Heidenhain 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 Heidenhain objective, the Heidenhain 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 Ghyranite objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory. The players then resolve the deployment phase. The attacker begins deployment (Core Rules, 10.0).

Battle Length

Battles that use this battlepack last for 5 battle rounds.

Glorious Victory

Each battleplan will describe how to score victory points. At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 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

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
SIMMERING RAGE: 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


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.

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 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

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

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

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

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
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

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

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

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.
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).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.1 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.

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.
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.
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.
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.

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).
  • 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 tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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 arcane forces sustaining a manifestation are disrupted.

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.
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.
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).

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).
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.

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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