Glossary

Rules definitions are grouped by publication. Use the section that matches the rules you are playing.


Books

BookKindEditionLast update
  Warhammer Age of Sigmar: Core Rules
  Warhammer Age of Sigmar: Core RulesRulebook4April 2025
  General’s Handbook 2025-26
  General’s Handbook 2025-26Expansion4June 2024
  General’s Handbook 2026-27
  General’s Handbook 2026-27Expansion4June 2026

General’s Handbook 2026-27

This glossary is an alphabetised list of rules definitions. It is intended to be a useful resource if you need a quick reminder of what a rule does or a short summary of a game term. It is not intended as an exhaustive list of precise definitions – if you need the full rule, refer to the relevant rules module. If there are any contradictions between this glossary and a rules module, the rules module takes precedence.

Rules Module Abbreviations

CR - Core Rules
CM - Commands
AC - Army Composition
MG - Magic
BT - Battle Tactics
TR - Terrain
CMOD - Command Models


Designer’s Note: Rules modules with a date suffix are not the same as their equivalents with no date suffix. For example, ‘AC, 4.1’ and ‘AC 2026‑27, 4.1’ refer to different modules. The reference without the suffix refers to the original module; the reference with the suffix refers to a later version of that module that contains important rules changes for the current season of Matched Play.

abilities: The things that units can do in the game. Some abilities, like ‘Normal Move’ and ‘Fight’, are common to all units; others are specific to certain units and only appear on their warscroll. Sometimes the players themselves use abilities. (CR, 5.0)

Activate Place of Power: Start of Any Turn. If HERO is within 3" of a Place of Power, on a 2+, can gain 2 rage dice, +1 to casting or chanting rolls or use ‘Unbind’ or ‘Banish Manifestation’ as if they had WIZARD (1).

active player: The player whose turn is taking place. There are 2 turns in a battle round. The active player can use abilities with the ‘Your Phase’ timing. (CR, 12.0)

allocate: Damage points are allocated one at a time to a unit after all the damage points inflicted by an ability have been totalled in the damage pool. (CR, 18.2)

All-out Attack: Command, 1CP, reaction. Attacking unit adds 1 to hit rolls but subtracts 1 from save rolls. (CM 2026‑27, 6.0)

All-out Defence: Command, 1CP, reaction. Target unit adds 1 to save rolls. (CM 2026‑27, 7.0)

Anti-X (+1 Rend): Weapon ability. +1 Rend for attacks that target units that fulfil the condition after ‘Anti-'. (CR, 20.0)

Any (…) Phase: Timing. Either player can use abilities with this timing, regardless of who the active player is. (CR, 13.0)

Army of Renown: A special type of army that uses a modified set of faction rules. (AC 2026‑27, 2.2)

army: All of a player’s units are collectively referred to as their army. (CR, 1.0)

army composition: The step before a battle in which the players build their armies. The battlepack may specify in more detail what they can and can’t include in their armies

army roster: The list of units in a player’s army and any other important information like enhancements. Players can check each other’s rosters any time they like. (AC 2026‑27, 1.1)

artefact of power: Enhancement. You can give 1 HERO in your army an artefact of power. (AC 2026‑27, 4.1)

At the Double: Command, 1CP, reaction. Add 6" to Move instead of making the run roll. (CM 2026‑27, 3.0)

attack sequence: Make hit roll, wound roll and save roll, then determine damage points inflicted. (CR, 17.0)

auxiliary unit: A unit on your army roster that is not part of a regiment. (AC 2026‑27, 3.6)

Banish Manifestation: Your Hero Phase, 30", banishment roll of 2D6. Equal or beat banishment value of the manifestation to remove it from play. +1 to roll for each enemy manifestation on the battlefield after the first. (MG 2026‑27, 7.2)

battle profile: Important information about a unit that you will need to refer to if you wish to include it in your army, such as its points value and minimum unit size. (AC 2026‑27, 1.3)

battle round: The battle lasts a number of battle rounds specified in the battleplan. Each battle round has 2 turns (1 for each player), and each turn has 7 phases. (CR, 11.0)

battle tactics: Score up to 1 on each of your battle tactics cards at the end of your turn. Cannot complete Strike unless Affray has been completed. Cannot complete Domination unless Strike has been completed. (BT 2026‑27, 1.0)

battle tactics card: Pick 2 battle tactics cards during army composition. Each has 3 battle tactics: 1 Affray, 1 Strike and 1 Domination. (BT 2026‑27, 1.0)

battle trait: A type of faction rule that usually affects your army as a whole and reflects the way your faction does battle, as opposed to individual units.

battlefield: The flat surface on which the battle is fought. Usually has 2 short edges and 2 long edges, which may collectively be referred to as ‘the battlefield edge’. It is divided into 4 large quarters, each of which is divided into 4 small quarters (effectively sixteenths).

battleplan: The set of rules that describes the scenario of the battle and determines things such as where the armies deploy, where any objectives are located and how the players win the battle. (CR, 9.0)

begins deployment: The player who is allowed to use a DEPLOY ability during deployment first is said to be the one who begins deployment. The battleplan will specify which player does so. (CR, 10.0)

behind a terrain feature: Impossible to draw a line from closest point on the base of a model in the attacking unit to closest point on the base of a model in the target unit that is in range without it passing across the terrain feature. (TR 2026‑27, 1.1)

CAVALRY: A unit keyword. Mounted on warbeasts. CAVALRY are fast and hard-hitting but are generally vulnerable to attritional combat.

Champion: Model’s weapons have +1 to Attacks characteristic. Affects Companion weapons if BEAST. (CMOD 2026‑27, 1.0)

Charge: Your Charge Phase, charge roll of 2D6. Must get within ½" of any visible enemy units to succeed, otherwise unit stays where it is. (CR, 14.3)
Charge (+1 Damage): Weapon ability. +1 Damage if attacking unit charged. (CR, 20.0)

climb: Movement vertically up or down the surface of a terrain feature. The model’s base is assumed to stay in contact with the terrain feature as it moves and remain parallel with the battlefield floor. (CR, 15.2)

coherency: When a unit is set up, ends a move or has slain models removed from it, each model in the unit must be within coherency range. (CR, 15.1)

coherency range: ½" horizontally and any distance vertically of 1 or more other models if unit has 6 or fewer models; 2 or more if unit has 7+ models. (CR, 15.1)

combat attack: An attack made with a melee weapon. (CR, 16.0)

combat range: Model’s combat range = 3" horizontally and any distance vertically from model. Unit’s combat range = 3" horizontally and any distance vertically from all models in unit. A unit is in combat if any enemy models are within its combat range and visible to it. (CR, 7.0)

command points: Each player gets 4 command points at start of round. Underdog gets 1 extra. (CM 2026‑27, 1.0)

commander: You are the commander of your army and everything in it (units, models, etc.).

commands: Abilities that require you to spend a number of command points in order to use them. (CM 2026‑27, 1.0)

Companion: Weapon ability. Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’). (CR, 20.0)

contesting: Models contest objectives in 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. When determining objective and terrain feature control, each unit can contest 1 objective and 1 terrain feature at the same time. (CR, 32.1)

control: Determined in the deployment phase after all Deployment Phase abilities have been used and at the end of each turn. Objectives are controlled by player that has the highest army control score for that objective and remain in their control until other player gains control of it. Terrain features are controlled in the same way but do not remain in that player’s control if none of their models are contesting it. (CR, 32.2)

Control characteristic: Determines how good unit is at contesting objectives (see ‘control’). (CR, 4.0)

control score: A unit’s control score is determined by adding all the Control characteristics of models in the unit contesting the objective in question. An army’s control score for that objective is determined by adding together all the control scores of units in the army contesting that objective. (CR, 32.2)

CORE: Basic ability that can only be used by each unit once per phase, e.g. Move, Shoot, Fight. (CR, 5.1)

Counter-charge: Command, 2CP. Charge in enemy charge phase. (CM 2026‑27, 5.0)

Cover: -1 to hit rolls for attacks that target a unit behind or wholly on this terrain feature, unless unit charged this turn or has FLY. (TR 2026‑27, 1.2)

Covering Fire: Command, 1CP. Shoot in enemy shooting phase, but -1 to hit rolls and must target nearest eligible enemy unit. Cannot target manifestations or faction terrain. (CM 2026‑27, 4.0)

Crit (2 Hits): Weapon ability. Unmodified hit roll of 6 scores 2 hits on target. (CR, 20.0)

Crit (Auto-wound): Weapon ability. Unmodified hit roll of 6 skips wound roll step. (CR, 20.0)

Crit (Mortal): Weapon ability. Unmodified hit roll of 6 inflicts an amount of mortal damage equal to the Damage characteristic of the weapon and the sequence ends. (CR, 20.0)

critical hit: Unmodified hit roll of 6. (CR, 17.0)

D3: Roll a D6 and halve the result, rounding up. (CR, 2.2)

damaged: A unit is damaged if it has any damage points currently allocated to it (i.e. if the damage points allocated to it were not enough to slay a model in the unit). Some abilities heal damaged units. (CR, 18.2)

Damage characteristic: Determines number of damage points inflicted by successful attack. (CR, 17.0)

damage points: Damage points are inflicted by successful attacks and mortal damage. Damage points go into a damage pool first, then they must be allocated one at a time to the target unit. Each time the number of damage points allocated to a unit equals its Health characteristic, a model in the unit is slain. (CR, 17.0)

damage pool: Inflicted damage points are added to the target’s damage pool until all damage points inflicted by the ability have been calculated. Then, each of those damage points must be allocated one at a time to the target unit. (CR, 17.0)

Declare: The step of every ability after which players may use reactions but before the effect is resolved. (CR, 5.2)

deployment phase: Phase in which players use DEPLOY abilities to deploy their armies. (CR, 10.0)

destroyed: A unit is destroyed when the last model in the unit is slain. (CR, 18.4)
destroyed by: A unit is said to have destroyed another unit when an attack it made or an ability it used caused the last model in the target unit to be slain.

drops: The minimum number of DEPLOY abilities that a player can use to set up their army. This is usually equal to the number of regiments in their army plus the number of auxiliary units in their army. (CR, 10.1)

effect: Abilities have effects, which are resolved after the declare and reaction step. The thing to which the effect is applied is said to be affected by the ability. (CR, 5.2)

endless spells: A type of manifestation summoned by a WIZARD. (MG 2026‑27, 7.0)

enemy models/units: Models/units in your opponent’s army. (CR, 1.0)

Enemy (…) Phase: Timing. A phase in which your opponent is the active player. (CR, 13.0)

enhancements: A type of faction rule. You can take 1 enhancement of each type for your army, you can’t take the same enhancement more than once, and you can’t give the same unit more than 1 enhancement of the same type. (AC 2026‑27, 4.1)

faction: The units in your army must all belong to the same faction (excepting Regiments of Renown). Most factions in Warhammer Age of Sigmar have their own battletome, which contains the rules for the units from that faction, along with the battle traits and enhancements for that faction.

faction rules: These are split into battle traits and enhancements. Battle traits tend to be army-wide abilities, while enhancements are given to specific units.

Fight: Any Combat Phase. The CORE ability that units use to attack each other in combat. (CR, 14.4)

FLY: A keyword. Units that can fly often ignore intervening models and terrain when moving. (CR, 15.4)

Forward to Victory: Command, 1CP, reaction. Re‑roll charge roll. (CM 2026‑27, 5.0)

friendly models/units: Models/units in your army. (CR, 1.0)

general: You must pick 1 HERO in your army to be your general. Certain rules will interact with your general. (AC 2026‑27, 3.2)

fought: A unit has fought if it used any FIGHT abilities in the same turn.

Guarded Hero: Passive ability that all HEROES that are not MONSTERS or WAR MACHINES have. If HERO is within 3" of a friendly non-HERO unit, then shooting attacks targeting the HERO are -1 to hit, and if HERO is INFANTRY, they also cannot be picked as the target of shooting attacks made by models more than 12" from them. (CR, 25.0)

Heal: Remove a number of damage points that have been allocated to a unit equal to the number in brackets after ‘Heal’. (CR, 21.0)

Health characteristic: The characteristic that shows the number of damage points that can be allocated to the unit before a model in the unit is slain. (CR, 4.0)

heroic trait: Enhancement that can be given to a HERO in your army. (AC 2026‑27, 4.1)

hit roll modifiers: Add up all modifiers to a hit roll and cap at +1 if the result is a positive value or -1 if the result is a negative value. (CR, 17.1)

in combat: A unit is in combat if any visible enemy models are within its combat range (within 3"). (CR, 7.0)

INFANTRY: A unit keyword. Models on foot. INFANTRY form the backbone of most armies and tend to be good at contesting objectives.

inflict: Successful attacks inflict damage points. Inflict is not the same as allocate. Ward rolls can be made for inflicted damage points before they are allocated. (CR, 17.0)

invocation: A type of manifestation summoned by a PRIEST. (MG 2026‑27, 7.0)

jump down: Models can move directly down through the air from a terrain feature to the battlefield. They can do so any distance, but it ends their move (CR, 15.2.1)

keyword: A term that carries KEYWORD FORMAT, allowing the thing that has it to be tagged and referenced by other rules. (CR, 5.1)

Magical Intervention: Command, 1CP. WIZARD or PRIEST can cast or chant in enemy hero phase, but -1 to casting/chanting roll. (CM 2026‑27, 2.0)

manifestations: Arcane or divine entities or phenomena that have their own miniatures and are summoned to the battlefield by a WIZARD or PRIEST. (MG 2026‑27, 7.0)

manifestation lore: If taken, all WIZARDS in your army know all spells from that lore, and all PRIESTS in your army know all prayers from that lore. (AC 2026‑27, 4.2)

miscast: Casting roll that contains two or more 1s is a miscast (D3 mortal damage, attempt fails, and caster can’t cast any more spells that phase). (MG 2026‑27, 2.0)

models: The warriors in your army are referred to as models and are grouped into units. Some units consist of only 1 model.

modifiers (dice rolls): Many rules let you change the result of a dice roll. Sometimes, multiple modifiers will apply to the same roll. Modifiers to some types of rolls, such as hit and wound rolls, are capped.
modifiers (characteristics): Characteristics cannot be modified to less than 1, with the exception of Rend, which can be modified to 0. Round down any fractions. Set, multiply or divide, then add or subtract, in that order (if more than one modifier applies). (CR, 27.0)

MONSTER: A unit keyword. MONSTERS are large and imposing units, often consisting of a single model that can have a large impact all by itself.

mortal damage: If mortal damage is inflicted, just add that many damage points to the damage pool. (CR, 17.2)

mount trait: Enhancement that can be given to a HERO riding a warbeast. (AC 2026‑27, 4.1)

Move characteristic: Characteristic that determines the number of inches a unit can move across the battlefield when using certain abilities, most commonly Normal Move. (CR, 4.0)

Musician: While unit contains any musicians, if it uses the ‘Rally’ command, make 1 additional rally roll of D6. (CMOD 2026‑27, 2.0)

neutral territory: The area of the battlefield that is neither player’s territory. (CR, 9.1.2)

Normal Move: Your Movement Phase. Move each model in unit up to Move characteristic but models cannot move into combat. (CR, 14.1)

objectives: Many battleplans require players to gain control of specific points on the battlefield to secure victory. Objectives are represented by 40mm round markers. Models can move over and end a move on an objective marker. (CR, 32.0)

Obscuring: If all a unit’s models are within 1" of this terrain (unless WAR MACHINE, MONSTER or has FLY), the Range of its ranged weapons is halved and it is not visible to enemy units outside its combat range. (TR 2026‑27, 1.2)

passive abilities: The effects of passive abilities are applied any time their conditions are met. You cannot use reactions in response to passive abilities. (CR, 5.4)

persisting abilities: Abilities that have effects that last for a specified length of time, for example, ‘add 1 to wound rolls for attacks made by this unit until the start of your next turn.’

phases: There are 7 phases in each turn: Start of Turn, Hero Phase, Movement Phase, Shooting Phase, Charge Phase, Combat Phase, End of Turn. Ability timings can be Your Phase (you are the active player), Enemy Phase (opponent is active player) or Any Phase (either player is active player). (CR, 13.0)

pile-in: A short move, usually 3", that allows a unit using a FIGHT ability to get a bit closer to the unit(s) it is in combat with. (CR, 15.3)

Place of Power: HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability. (TR 2026‑27, 1.2)

points limit: The combined points cost of units in your army cannot exceed the points limit for the battle. Players usually agree on the points limit before the battle, but it may be pre-determined by the battlepack being used. (AC 2026‑27, 1.2)

power level: The number in brackets after the WIZARD or PRIEST keyword. A WIZARD’s casting power level determines the number of SPELL abilities they can use per phase. A PRIEST’s chanting power level determines the number of PRAYER abilities they can use per phase. (MG 2026‑27, 1.1)

prayer: A special type of ability that can only be used by PRIESTS. (MG 2026‑27, 3.0)

prayer lore: If taken, all eligible PRIESTS in your army know the prayers from that lore. (AC 2026‑27, 4.2)

PRIEST: Unit that can use prayers. (MG 2026‑27, 1.0)

Rally: Command, Any Hero Phase, 1CP. Roll 6 dice; for each 4+, gain 1 rally point. For each rally point, Heal (1) or spend a number of rally points equal to Health characteristic to return 1 slain model. (CM 2026‑27, 2.0)

random characteristic: Generate the characteristic before applying modifiers, and each time it is needed for an ability. Random Attacks characteristics are generated per ATTACK ability; other random weapon characteristics are generated per attack made with the weapon. (CR, 26.0)

Range characteristic: A characteristic, most often on weapon profiles, that determines how close something must be for it to be an eligible target. (CR, 16.0)

Reaction: After an ability is declared, starting with the player using the ability, players alternate using any eligible reactions they wish to. Then the effect of the ability is resolved. (CR, 5.2)

Redeploy: Command, 1CP. D6" move in enemy movement phase. (CM 2026‑27, 3.0)

regiment: A group of units, including a HERO, that are taken as a set during Army Composition. Regiments often allow multiple units to be deployed at the same time. (AC 2026‑27, 3.1)

Regiment of Renown: A fixed regiment that has its own rules for including it in an army and may also have a special ability or abilities. (AC 2026‑27, 3.5)

regimented forces: If a player has more regiments at the start of the battle, they can, once per battle, re- roll their priority roll after seeing the result of the rolls. (AC 2026-27, 3.1.1)

reinforced unit: A unit whose minimum unit size and points cost is doubled when you add it to your army. You cannot reinforce units with a minimum unit size of 1. (AC 2026‑27, 3.3)

removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.
replace roll: Instead of rolling the dice, use the specified fixed value.

replacement unit: A unit that is brought back to the battlefield after it has been destroyed. Although the same miniatures are used, the unit counts as an entirely new unit in the rules, unless specified otherwise. (CR, 24.2)

Rend characteristic: Subtract the Rend of the weapon from save rolls made for the target unit. (CR, 17.0)

reserves/in reserve: A unit set up in reserve is set up off the battlefield and will be set up on the battlefield at a specified time once the battle is under way. (CR, 24.1)

Retreat: Your Movement Phase. Inflict D3 mortal damage on the unit then move it out of combat. Cannot use Shoot or Charge abilities later in turn. (CR, 14.1)

return slain model: Set up model that was slain with no damage points allocated to it and within coherency range of models in its unit not returned/added this phase. If unit will have 7+ models, set up model within coherency range of at least 2 other models. Only set up in combat if its unit is already in combat. (CR, 22.0)

roll off: Each player rolls a D6; player who rolls highest wins. If tied, keep rolling off until there is a winner. (CR, 2.2)

Run: Your Movement Phase. Roll D6 and add to unit’s Move, then move unit up to that distance. Cannot use Shoot or Charge abilities later in turn. (CR, 14.1)

Sacred Rites: Your Hero Phase, give a number of ritual points to the chanter equal to the chanting roll; remove 1 instead of D3 on an unmodified chanting roll of 1. (MG 2026‑27, 3.0)

Save characteristic: The number you need to equal or beat to make a successful save roll for the unit. Attacks that are saved do not inflict damage points. (CR, 4.0)

save roll modifiers: Save roll modifiers are capped at +1 but there is no negative cap. (CR, 17.1)

seize the initiative: If you choose to take the double turn and are not behind by 11 or more VPs, your opponent counts as the underdog until they seize the initiative. (BT 2026‑27, 2.0)

set up: When setting up a unit, all models in the unit must be set up, otherwise the ability cannot be used. A unit set up on the battlefield in a phase other than the deployment phase cannot use MOVE abilities in the movement phase of the same turn. (CR, 24.0)

Shoot: Your Shooting Phase. Attack with ranged weapons. Units cannot shoot if they are in combat. (CR, 14.2)

Shoot in Combat: Weapon ability. Weapon can be used to make shooting attacks even if attacking unit is in combat. (CR, 20.0)

spell: A special type of ability that can only be used by WIZARDS. (MG 2026‑27, 2.0)

spell lore: If taken, all eligible WIZARDS in your army know the spells from that lore. (AC 2026‑27, 4.2)

slain: A model in a unit is slain each time the number of damage points allocated to the unit equals its Health characteristic. Each time a model is slain, the number of damage points allocated to the unit resets to 0. If there are still damage points in the damage pool, keep allocating them and removing slain models until there are no damage points left. (CR, 18.2)

slain by: A model is said to have been slain by a unit when an attack made by or an ability used by that unit caused that model to be slain.

Standard Bearer: Add 1 to the control score of units with any standard bearers. (CMOD 2026‑27, 3.0)

straight line: If a rule asks you to draw a line between two points, it is assumed to be an imaginary line 1mm wide.

STRIKE-FIRST: Units with this keyword use FIGHT abilities before units that don’t have this keyword. If both players have units with STRIKE-FIRST, they alternate fighting with those units before other units get to fight, starting with the active player. After those units have fought, the active player chooses the next unit to fight. (CR, 19.0)

STRIKE-LAST: Units with this keyword use FIGHT abilities after all units that don’t have this keyword. If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought. (CR, 19.0)

summon: Manifestations are summoned to the battlefield using the spell or prayer in their manifestation lore. (MG 2026‑27, 7.0)

target (attacks): You must declare the targets of all the attacks you are making with a unit before following the attack sequence for those attacks, and you can split attacks freely between eligible target units. (CR, 16.0)

terrain features: Models that reflect the battlefield environment. They often have their own rules. (TR 2026‑27, 1.0)

territory (within/wholly within): A unit is within a territory if any part of the base of any model in the unit is within that territory. A unit is wholly within a territory if all parts of the bases of all models in the unit are within that territory. (CR, 9.1.2)

token: Tokens are not considered models for rules purposes. Their main purpose is to act as reminders for persisting effects that apply to specific units. They are otherwise ignored and can be freely moved if they get in the way. (CR, 23.0)

timing: The part of an ability that specifies when it can be used. Usually appears as a colour-coded bar at the top of the ability. (CR, 5.2)

turns: Each battle round consists of 2 turns (1 for each player), each comprising 7 phases. The player whose turn is taking place is the active player. (CR, 11.0)

Unbind: Reaction to a SPELL ability. Make an unbinding roll of 2D6. If the roll beats the casting roll, the Spell ability fails. (MG 2026‑27, 4.0)

underdog: Player with fewest victory points. If tied, there is no underdog for that battle round. (CR, 12.0)
UNIQUE: A unit with this keyword can only be included in your army once. (AC 2026‑27, 3.4)

unique enhancements: Special types of enhancement that some factions have access to. They will be accompanied by rules that tell you which units can be given them.

units: A group of models that move and fight together. An army is made up of a number of units. Each unit has a warscroll that details its characteristics and abilities.

Unstable: Models can move across but cannot be set up on or end a move on parts of this terrain feature taller than 1". (TR 2026‑27, 1.2)

used: An ability has been used once it has been declared, whether or not its effect was successfully resolved. (CR, 5.2)

visible: An observing model can see a target model if you could draw a straight line from any point on the observing model to the target model without it crossing any objects except other models in the observing model’s unit. A model is always visible to itself. (CR, 6.0)

WARD: Before you allocate an inflicted damage point to a unit that has this keyword, you can make a ward roll. If the result equals or beats the number in brackets after WARD, that damage point is negated and ignored. (CR, 18.1)

warscroll: Every unit has a warscroll, which includes vital information that determines the unit’s capabilities in battle. (CR, 4.0)

weapon ability: A passive ability that affects attacks made with the weapon that has the ability. (CR, 20.0)

wholly on a terrain feature: A unit is wholly on terrain if all parts of the bases of all models in the unit are on the same terrain feature. (TR 2026‑27, 1.1)

wholly within (model): model x is wholly within a distance of y if every part of model x’s base is within that distance of y.

wholly within (unit): unit x is wholly within a distance of y if every part of all the bases of all the models in unit x is within that distance of y.

within (model): model x is within a specified distance of y if any part of model x’s base is within that distance of y.

within (unit): unit x is within a specified distance of y if any part of the base of any model in unit x is within that distance of y.

WIZARD: Unit that can use spells (MG 2026‑27, 1.0)

wound roll modifiers: Add up all modifiers to a wound roll and cap at +1 if the result is a positive value or -1 if the result is a negative value. (CR, 17.1)

Your (…) Phase: Timing. Only the active player can use abilities with this timing. (CR, 13.0)

General’s Handbook 2025-26

This glossary is an alphabetised list of rules definitions. It is intended to be a useful resource if you need a quick reminder of what a rule does or a short summary of a game term. It is not intended as an exhaustive list of precise definitions – if you need the full rule, refer to the relevant rules module. If there are any contradictions between this glossary and a rules module, the rules module takes precedence.

Rules Module Abbreviations

CR - Core Rules

CM - Commands

AC - Army Composition

MG - Magic

BT - Battle Tactics

TR - Terrain

CMOD - Command Models

Designer’s Note: Rules modules with a date suffix are not the same as their equivalents with no date suffix. For example, ‘AC, 4.1’ and ‘AC 2025‑26, 4.1’ refer to different modules. The reference without the suffix refers to the original module; the reference with the suffix refers to a later version of that module that contains important rules changes for the current season of Matched Play.

abilities: The things that units can do in the game. Some abilities, like ‘Normal Move’ and ‘Fight’, are common to all units; others are specific to certain units and only appear on their warscroll. Sometimes the players themselves use abilities. (CR, 5.0)

active player: The player whose turn is taking place. There are 2 turns in a battle round. The active player can use abilities with the ‘Your Phase’ timing. (CR, 12.0)

allocate: Damage points are allocated one at a time to a unit after all the damage points inflicted by an ability have been totalled in the damage pool. (CR, 18.2)

All-out Attack: Command, 1CP, reaction. Attacking unit adds 1 to hit rolls but subtracts 1 from save rolls. (CM 2025‑26, 6.0)

All-out Defence: Command, 1CP, reaction. Target unit adds 1 to save rolls. (CM 2025‑26, 7.0)

Anti-X (+1 Rend): Weapon ability. +1 Rend for attacks that target units that fulfil the condition after ‘Anti-’. (CR, 20.0)

Any (…) Phase: Timing. Either player can use abilities with this timing, regardless of who the active player is. (CR, 13.0)

Army of Renown: A special type of army that uses a modified set of faction rules. (AC 2025‑26, 2.2)

army: All of a player’s units are collectively referred to as their army. (CR, 1.0)

army composition: The step before a battle in which the players build their armies. The battlepack may specify in more detail what they can and can’t include in their armies.

army roster: The list of units in a player’s army, and any other important information like enhancements. Players can check each other’s rosters any time they like. (AC 2025‑26, 1.1)

artefact of power: Enhancement. You can give 1 HERO in your army an artefact of power. (AC 2025‑26, 4.1)

At the Double: Command, 1CP, reaction. Add 6 to Move instead of making the run roll. (CM 2025‑26, 3.0)

attack sequence: Make hit roll, wound roll and save roll, then determine damage points inflicted. (CR, 17.0)

auxiliary unit: A unit on your army roster that is not part of a regiment. (AC 2025‑26, 3.6)

Banish Manifestation: Your Hero Phase, 30", banishment roll of 2D6. Equal or beat banishment value of the manifestation to remove it from play. +1 to roll for each enemy manifestation on the battlefield after the first. (MG 2025‑26, 7.2)

battle profile: Important information about a unit that you will need to refer to if you wish to include it in your army, such as its points value and minimum unit size. (AC 2025‑26, 1.3)

battle round: The battle lasts a number of battle rounds specified in the battleplan. Each battle round has 2 turns (1 for each player), and each turn has 7 phases. (CR, 11.0)

battle tactics card: Pick 2 battle tactics cards during army composition. Each has 3 battle tactics: 1 Affray, 1 Strike and 1 Domination. (BT 2025‑26, 1.0)

battle tactics: Score up to 1 on each of your battle tactics cards at the end of your turn. Cannot complete Strike unless Affray has been completed. Cannot complete Domination unless Strike has been completed. (BT 2025‑26, 1.0)

battle trait: A type of faction rule that usually affects your army as a whole and reflects the way your faction does battle, as opposed to individual units.

battlefield: The flat surface on which the battle is fought. Usually has 2 short edges and 2 long edges, which may collectively be referred to as ‘the battlefield edge’. It is divided into 4 large quarters, each of which is divided into 4 small quarters (effectively sixteenths).

battleplan: The set of rules that describes the scenario of the battle and determines things such as where the armies deploy, where any objectives are located and how the players win the battle. (CR, 9.0)

begins deployment: The player who is allowed to use a DEPLOY ability during deployment first is said to be the one who begins deployment. The battleplan will specify which player does so. (CR, 10.0)

behind a terrain feature: Impossible to draw a line from a model in the attacking unit to a model in the target unit without it passing across the terrain feature. (TR 2025‑26, 1.1)

CAVALRY: A unit keyword. Mounted on warbeasts. CAVALRY are fast and hard-hitting but are generally vulnerable to attritional combat.

Champion: Model’s weapons have +1 to Attacks characteristic. (CMOD, 1.0)

Charge: Your Charge Phase, charge roll of 2D6. Must get within ½" of any visible enemy units to succeed, otherwise unit stays where it is. (CR, 14.3)
Charge (+1 Damage): Weapon ability. +1 Damage if attacking unit charged. (CR, 20.0)

climb: Movement vertically up or down the surface of a terrain feature. The model’s base is assumed to stay in contact with the terrain feature as it moves and remain parallel with the battlefield floor. (CR, 15.2)

coherency: When a unit is set up or ends a move, each model in the unit must be within coherency range. (CR, 15.1)

coherency range: ½" horizontally and any distance vertically of 1 or more other models if unit has 6 or fewer models; 2 or more if unit has 7+ models. (CR, 15.1)

combat attack: An attack made with a melee weapon. (CR, 16.0)

combat range: Model’s combat range = 3" horizontally and any distance vertically from model. Unit’s combat range = 3" horizontally and any distance vertically from all models in unit. A unit is in combat if any enemy models are within its combat range and visible to it. (CR, 7.0)

command points: Each player gets 4 command points at start of round. Underdog gets 1 extra. (CM 2025‑26, 1.0)

commander: You are the commander of your army and everything in it (units, models, etc.).

commands: Abilities that require you to spend a number of command points in order to use them. (CM 2025‑26, 1.0)

Companion: Weapon ability. Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’). (CR, 20.0)

contesting: Models contest objectives in 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. (CR, 32.1)

control: Determined in the deployment phase after all Deployment Phase abilities have been used and at the end of each turn. Objectives are controlled by player that has the highest army control score for that objective. (CR, 32.2)

Control characteristic: Determines how good unit is at contesting objectives (see ‘control’). (CR, 4.0)

control score: A unit’s control score is determined by adding all the Control characteristics of models in the unit contesting the objective in question. An army’s control score for that objective is determined by adding together all the control scores of units in the army contesting that objective. (CR, 32.2)

CORE: Basic ability that can only be used by each unit once per phase, e.g. Move, Shoot, Fight. (CR, 5.1)

Counter-charge: Command, 1CP. Charge in enemy charge phase. (CM 2025‑26, 5.0)

Cover: -1 to hit rolls for attacks that target a unit behind or wholly on this terrain feature, unless unit charged or has FLY. (TR 2025‑26, 1.2)

Covering Fire: Command, 1CP. Shoot in enemy shooting phase, but -1 to hit rolls and must target nearest eligible enemy unit. (CM 2025‑26, 4.0)

Crit (2 Hits): Weapon ability. Unmodified hit roll of 6 scores 2 hits on target. (CR, 20.0)

Crit (Auto-wound): Weapon ability. Unmodified hit roll of 6 skips wound roll step. (CR, 20.0)

Crit (Mortal): Weapon ability. Unmodified hit roll of 6 inflicts an amount of mortal damage equal to the Damage characteristic of the weapon and the sequence ends. (CR, 20.0)

critical hit: Unmodified hit roll of 6. (CR, 17.0)

D3: Roll a D6 and halve the result, rounding up. (CR, 2.2)

damaged: A unit is damaged if it has any damage points currently allocated to it (i.e. if the damage points allocated to it were not enough to slay a model in the unit). Some abilities Heal damaged units. (CR, 18.2)

Damage characteristics: Determines number of damage points inflicted by successful attack. (CR, 17.0)

damage points: Damage points are inflicted by successful attacks and mortal damage. Damage points go into a damage pool first, then they must be allocated one at a time to the target unit. Each time the number of damage points allocated to a unit equals its Health characteristic, a model in the unit is slain. (CR, 17.0)

damage pool: Inflicted damage points are added to the target’s damage pool until all damage points inflicted by the ability have been calculated. Then, each of those damage points must be allocated one at a time to the target unit. (CR, 17.0)

Declare: The step of every ability after which players may use reactions but before the effect is resolved. (CR, 5.2)

deployment phase: Phase in which players use DEPLOY abilities to deploy their armies. (CR, 10.0)

destroyed: A unit is destroyed when the last model in the unit is slain. (CR, 18.4)
destroyed by: A unit is said to have destroyed another unit when an attack it made or an ability it used caused the last model in the target unit to be slain.

drops: The minimum number of DEPLOY abilities that a player can use to set up their army. This is usually equal to the number of regiments in their army plus the number of auxiliary units in their army. (CR, 10.1)

effect: Abilities have effects, which are resolved after the declare and reaction step. The thing to which the effect is applied is said to be affected by the ability. (CR, 5.2)

endless spells: A type of manifestation summoned by a WIZARD. (MG 2025‑26, 7.0)

enemy models/units: Models/units in your opponent’s army. (CR, 1.0)

Enemy (...) Phase: Timing. A phase in which your opponent is the active player. (CR, 13.0)

enhancements: A type of faction rule. You can take 1 enhancement of each type for your army, you can’t take the same enhancement more than once, and you can’t give the same unit more than 1 enhancement of the same type. (AC 2025‑26, 4.1)

faction: The units in your army must all belong to the same faction (excepting Regiments of Renown). Most factions in Warhammer Age of Sigmar have their own battletome, which contains the rules for the units from that faction, along with the battle traits and enhancements for that faction.

faction rules: These are split into battle traits and enhancements. Battle traits tend to be army-wide abilities, while enhancements are given to specific units.

Fight: The CORE ability that units use to attack each other in combat. (CR, 14.4)

FLY: A keyword. Units that can fly often ignore intervening models and terrain when moving. (CR, 15.4)

Forward to Victory: Command, 1CP, reaction. Re‑roll charge roll. (CM 2025‑26, 5.0)

friendly models/units: Models/units in your army. (CR, 1.0)

general: You must pick 1 Hero in your army to be your general. Certain rules will interact with your general. (AC 2025‑26, 3.2)

fought: A unit has fought if it used any FIGHT abilities in the same turn.

Guarded Hero: Passive ability that all HEROES that are not MONSTERS or WAR MACHINES have. If HERO is within 3" of a friendly non-HERO unit, then shooting attacks targeting the HERO are -1 to hit, and if HERO is INFANTRY, they also cannot be picked as the target of shooting attacks made by models more than 12" from them. (CR, 25.0)

Heal: Remove a number of damage points that have been allocated to a unit equal to the number in brackets after ‘Heal’. (CR, 21.0)

Health characteristic: The characteristic that shows the number of damage points that can be allocated to the unit before a model in the unit is slain. (CR, 4.0)

heroic trait: Enhancement that can be given to a HERO in your army. (AC 2025‑26, 4.1)

hit roll modifiers: Add up all modifiers to a hit roll and cap at +1 if the result is a positive value or -1 if the result is a negative value. (CR, 17.1)

in combat: A unit is in combat if any visible enemy models are within its combat range (within 3"). (CR, 7.0)

INFANTRY: A unit keyword. Models on foot. INFANTRY form the backbone of most armies and tend to be good at contesting objectives.

inflict: Successful attacks inflict damage points. Inflict is not the same as allocate. Ward rolls can be made for inflicted damage points before they are allocated. (CR, 17.0)

invocation: A type of manifestation summoned by a PRIEST. (MG 2025‑26, 7.0)

jump down: Models can move directly down through the air from a terrain feature to the battlefield. They can do so any distance, but it ends their move (CR, 15.2.1)

keyword: A term that carries KEYWORD FORMAT, allowing the thing that has it to be tagged and referenced by other rules. (CR, 5.1)

Magical Intervention: Command, 1CP. WIZARD or PRIEST can cast or chant in enemy hero phase, but -1 to casting/chanting roll. (CM 2025‑26, 2.0)

manifestations: Arcane or divine entities or phenomena that have their own miniatures and are summoned to the battlefield by a WIZARD or PRIEST. (MG 2025‑26, 7.0)

manifestation lore: If taken, all WIZARDS in your army know all spells from that lore, and all PRIESTS in your army know all prayers from that lore. (AC 2025‑26, 4.2)

miscast: Casting roll that contains two or more 1s is a miscast (D3 mortal damage, attempt fails, and caster can’t cast any more spells that phase). (MG 2025‑26, 2.0)

models: The warriors in your army are referred to as models and are grouped into units. Some units consist of only 1 model.

modifiers (dice rolls): Many rules let you change the result of a dice roll. Sometimes, multiple modifiers will apply to the same roll. Modifiers to some types of rolls, such as hit and wound rolls, are capped.
modifiers (characteristics): Characteristics cannot be modified to less than 1, with the exception of Rend, which can be modified to 0. Round down any fractions. Set, multiply or divide, then add or subtract, in that order (if more than one modifier applies). (CR, 27.0)

MONSTER: A unit keyword. MONSTERS are large and imposing units, often consisting of a single model that can have a large impact all by itself.

mortal damage: If mortal damage is inflicted, just add that many damage points to the damage pool. (CR, 17.2)

mount trait: Enhancement that can be given to a HERO riding a warbeast. (AC 2025‑26, 4.1)

Move characteristic: Characteristic that determines the number of inches a unit can move across the battlefield when using certain abilities, most commonly Normal Move. (CR, 4.0)

Musician: While unit contains any musicians, if it uses the ‘Rally’ command, make one additional rally roll of D6. (CMOD, 2.0)

neutral territory: The area of the battlefield that is neither player’s territory. (CR, 9.1.2)

Normal Move: Move each model in unit up to Move characteristic but models cannot move into combat. (CR, 14.1)

objectives: Many battleplans require players to gain control of specific points on the battlefield to secure victory. Objectives are represented by 40mm round markers. Models can move over and end a move on an objective marker. (CR, 32.0)

Obscuring: If all a unit’s models are within 1" of this terrain (unless MONSTER or has FLY), the Range of its ranged weapons is halved and it is not visible to enemy units outside its combat range. (TR 2025‑26, 1.2)

passive abilities: The effects of passive abilities are applied any time their conditions are met. You cannot use reactions in response to passive abilities. (CR, 5.4)

persisting abilities: Abilities that have effects that last for a specified length of time, for example, ‘add 1 to wound rolls for attacks made by this unit until the start of your next turn.’

phases: There are 7 phases in each turn: Start of Turn, Hero Phase, Movement Phase, Shooting Phase, Charge Phase, Combat Phase, End of Turn. Ability timings can be Your Phase (you are the active player), Enemy Phase (opponent is active player) or Any Phase (either player is active player). (CR, 13.0)

pile-in: A short move, usually 3", that allows a unit using a FIGHT ability to get a bit closer to the unit(s) it is in combat with. (CR, 15.3)

point limit: The combined points cost of units in your army cannot exceed the points limit for the battle. Players usually agree on the points limit before the battle, but it may be pre-determined by the battlepack being used. (AC 2025‑26, 1.2)

power level: The number in brackets after the WIZARD or PRIEST keyword that determines the number of spells or prayers they can cast or unbind per phase. (MG 2025‑26, 1.1)

prayer: A special type of ability that can only be used by PRIESTS. (MG 2025‑26, 3.0)

prayer lore: If taken, all eligible PRIESTS in your army know the prayers from that lore. (AC 2025‑26, 4.2)

PRIEST: Unit that can use prayers. (MG 2025‑26, 1.0)

Rally: Command, Any Hero Phase, 1CP. Roll 6 dice; for each 4+, gain 1 rally point. For each rally point, Heal (1) or spend a number of rally points equal to Health characteristic to return 1 slain model. (CM 2025‑26, 2.0)

random characteristics: Generate the characteristic before applying modifiers, and each time it is needed for an ability. Random Attacks characteristics are generated per ATTACK ability; other random weapon characteristics are generated per attack made with the weapon. (CR, 26.0)

Range characteristic: A characteristic, most often on weapon profiles, that determines how close something must be for it to be an eligible target. (CR, 16.0)

Reaction: After an ability is declared, starting with the player using the ability, players alternate using any eligible reactions they wish to. Then the effect of the ability is resolved. (CR, 5.2)

Redeploy: Command, 1CP. D6" move in enemy movement phase. (CM 2025‑26, 3.0)

regiment: A group of units, including a HERO, that are taken as a set during Army Composition. Regiments often allow multiple units to be deployed at the same time. (AC 2025‑26, 3.1)

Regiment of Renown: A fixed regiment that has its own rules for including it in an army and may also have a special ability or abilities. (AC 2025‑26, 3.5)

reinforced unit: A unit whose minimum unit size and points cost is doubled when you add it to your army. You cannot reinforce units with a minimum unit size of 1. (AC 2025‑26, 3.3)

removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.
replacement unit: A unit that is brought back to the battlefield after it has been destroyed. Although the same miniatures are used, the unit counts as an entirely new unit in the rules, unless specified otherwise. (CR, 24.2)

Rend characteristic: Subtract the Rend of the weapon from save rolls made for the target unit. (CR, 17.0)

reserves/in reserve: A unit set up in reserve is set up off the battlefield and will be set up on the battlefield at a specified time once the battle is under way. (CR, 24.1)

Retreat: Inflict D3 mortal damage on the unit then move it out of combat. Cannot use Shoot or Charge abilities later in turn. (CR, 14.1)

return slain model: Set up model that was slain with no damage points allocated to it and within coherency range of models in its unit not returned/added this phase. If unit will have 7+ models, set up model within coherency range of at least 2 other models. Only set up in combat if its unit is already in combat. (CR, 22.0)

roll off: Each player rolls a D6; player who rolls highest wins. If tied, keep rolling off until there is a winner. (CR, 2.2)

Run: Roll D6 and add to unit’s Move, then move unit up to that distance. Prevents unit from using Shoot or Charge later in turn. (CR, 14.1)

Sacred Rites: Your Hero Phase, give a number of ritual points to the chanter equal to the chanting roll; remove 1 instead of D3 on an unmodified chanting roll of 1. (MG 2025-26, 3.0)

Save characteristic: The number you need to equal or beat to make a successful save roll for the unit. Attacks that are saved do not inflict damage points. (CR, 4.0)

save roll modifiers: Save roll modifiers are capped at +1 but there is no negative cap. (CR, 17.1)

seize the initiative: If you choose to take the double turn and are not behind by 11 or more VPs, your opponent counts as the underdog until they seize the initiative. (BT 2025-26, 2.0)

set up: When setting up a unit, all models in the unit must be set up, otherwise the ability cannot be used. A unit set up on the battlefield in a phase other than the deployment phase cannot use MOVE abilities in the movement phase of the same turn. (Special Rules, 24.0)

Shoot: Attack with ranged weapons. Units cannot shoot if they are in combat. (CR, 14.2)

Shoot in Combat: Weapon ability. Weapon can be used to make shooting attacks even if attacking unit is in combat. (CR, 20.0)

spell: A special type of ability that can only be used by WIZARDS. (MG 2025‑26, 2.0)

spell lore: If taken, all eligible WIZARDS in your army know the spells from that lore. (AC 2025‑26, 4.2)

slain: A model in a unit is slain each time the number of damage points allocated to the unit equals its Health characteristic. Each time a model is slain, the number of damage points allocated to the unit resets to 0. If there are still damage points in the damage pool, keep allocating them and removing slain models until there are no damage points left. (CR, 18.2)

slain by: A model is said to have been slain by a unit when an attack made by or an ability used by that unit caused that model to be slain.

Standard Bearer: Add 1 to the control score of units with any standard bearers. (CMOD, 3.0)

straight line: If a rule asks you to draw a line between two points, it is assumed to be an imaginary line 1mm wide.

STRIKE-FIRST: Units with this keyword use FIGHT abilities before units that don’t have this keyword. If both players have units with STRIKE-FIRST, they alternate fighting with those units before other units get to fight, starting with the active player. After those units have fought, the active player chooses the next unit to fight. (CR, 19.0)

STRIKE-LAST: Units with this keyword use FIGHT abilities after all units that don’t have this keyword. If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought. (CR, 19.0)

summon: Manifestations are summoned to the battlefield using the spell or prayer in their manifestation lore. (MG 2025‑26, 7.0)

target (attacks): You must declare the targets of all the attacks you are making with a unit before following the attack sequence for those attacks, and you can split attacks freely between eligible target units. (CR, 16.0)

terrain features: Models that reflect the battlefield environment. They often have their own rules. (TR 2025‑26, 1.0)

territory (within/wholly within): A unit is within a territory if any part of the base of any model in the unit is within that territory. A unit is wholly within a territory if all parts of the bases of all models in the unit are within that territory. (CR, 9.1.2)

token: Tokens are not considered models for rules purposes. Their main purpose is to act as reminders for persisting effects that apply to specific units. They are otherwise ignored and can be freely moved if they get in the way. (CR, 23.0)

timing: The part of an ability that specifies when it can be used. Usually appears as a colour-coded bar at the top of the ability. (CR, 5.2)

turns: Each battle round consists of 2 turns (1 for each player), each comprising 7 phases. The player whose turn is taking place is the active player. (CR, 11.0)

Unbind: Reaction to a SPELL ability. Make an unbinding roll of 2D6. If the roll beats the casting roll, the SPELL ability fails. (MG 2025‑26, 4.0)

underdog: Player with fewest victory points. If tied, there is no underdog for that battle round. (CR, 12.0)
UNIQUE: A unit with this keyword can only be included in your army once. (AC 2025‑26, 3.4)

unique enhancements: Special types of enhancement that some factions have access to. They will be accompanied by rules that tell you which units can be given them.

units: A group of models that move and fight together. An army is made up of a number of units. Each unit has a warscroll that details its characteristics and abilities.

Unstable: Models can move across but cannot be set up on or end a move on parts of this terrain feature taller than 1". (TR 2025‑26, 1.2)

used: An ability has been used once it has been declared, whether or not its effect was successfully resolved. (CR, 5.2)

visible: An observing model can see a target model if you could draw a straight line from any point on the observing model to the target model without it crossing any objects except other models in the observing model’s unit. A model is always visible to itself. (CR, 6.0)

WARD: Before you allocate an inflicted damage point to a unit that has this keyword, you can make a ward roll. If the result equals or beats the number in brackets after WARD, that damage point is negated and ignored. (CR, 18.1)

warscroll: Every unit has a warscroll, which includes vital information that determines the unit’s capabilities in battle. (CR, 4.0)

weapon ability: A passive ability that affects attacks made with the weapon that has the ability. (CR, 20.0)

wholly on a terrain feature: A unit is wholly on terrain if all parts of the bases of all models in the unit are on the same terrain feature. (TR 2025‑26, 1.1)

wholly within (model): model x is wholly within a distance of y if every part of model x’s base is within that distance of y.

wholly within (unit): unit x is wholly within a distance of y if every part of all the bases of all the models in unit x is within that distance of y.

within (model): model x is within a specified distance of y if any part of model x’s base is within that distance of y.

within (unit): unit x is within a specified distance of y if any part of the base of any model in unit x is within that distance of y.

WIZARD: Unit that can use spells (MG 2025‑26, 1.0)

wound roll modifiers: Add up all modifiers to a wound roll and cap at +1 if the result is a positive value or -1 if the result is a negative value. (CR, 17.1)

Your (...) Phase: Timing. Only the active player can use abilities with this timing. (CR, 13.0)

Core Rules

This glossary is an alphabetised list of rules definitions. It is intended to be a useful resource if you need a quick reminder of what a rule does or a short summary of a game term. It is not intended as an exhaustive list of precise definitions – if you need the full rule, refer to the relevant rules module. If there are any contradictions between this glossary and a rules module, the rules module takes precedence.

abilities: The things that units can do in the game. Some abilities, like ‘Normal Move’ and ‘Fight’, are common to all units; others are specific to certain units and only appear on their warscroll. Sometimes the players themselves use abilities. (Core Rules, 5.0)

active player: The player whose turn is taking place. There are 2 turns in a battle round. The active player can use abilities with the ‘Your Phase’ timing. (Core Rules, 12.0)

allocate: Damage points are allocated one at a time to a unit after all the damage points inflicted by an ability have been totalled in the damage pool. (Core Rules, 18.2)

All-out Attack: Command, 1CP, reaction. Attacking unit adds 1 to hit rolls. (Commands, 6.0)

All-out Defence: Command, 1CP, reaction. Target unit adds 1 to save rolls. (Commands, 7.0)

Anti-X (+1 Rend): Weapon ability. +1 Rend for attacks that target units that fulfil the condition after ‘Anti-’. (Core Rules, 20.0)

Any (…) Phase: Timing. Either player can use abilities with this timing, regardless of who the active player is. (Core Rules, 13.0)

army of renown: A special type of army that uses a modified set of faction rules. (Army Composition, 2.2)

army: All of a player’s units are collectively referred to as their army. (Core Rules, 1.0)

army composition: The step before a battle in which the players build their armies. The battlepack may specify in more detail what they can and can’t include in their armies.

army roster: The list of units in a player’s army, and any other important information like enhancements. Players can check each other’s rosters any time they like. (Army Composition, 1.1)

artefact of power: Enhancement. You can give 1 HERO in your army an artefact of power. (Army Composition, 4.1)

At the Double: Command, 1CP, reaction. Add 6 to Move instead of making the run roll. (Commands, 3.0)

attack sequence: Make hit roll, wound roll and save roll, then determine damage points inflicted. (Core Rules, 17.0)

auxiliary unit: A unit on your army roster that is not part of a regiment. (Army Composition, 3.6)

Banish Manifestation: Your Hero Phase, 30", banishment roll of 2D6. Equal or beat banishment value of the manifestation to remove it from play. (Magic, 7.2)

battle profile: Important information about a unit that you will need to refer to if you wish to include it in your army, such as its points value and minimum unit size. (Army Composition, 1.3)

battle round: The battle lasts a number of battle rounds specified in the battleplan. Each battle round has 2 turns (1 for each player), and each turn has 7 phases. (Core Rules, 11.0)

battle tactics: Attempt by using the ‘Tactical Gambit’ ability at the start of your turn. Complete at the end of your turn for 4 victory points. (Battle Tactics, 1.0)

battle trait: A type of faction rule that usually affects your army as a whole and reflects the way your faction does battle, as opposed to individual units.

battlefield: The flat surface on which the battle is fought. Usually has 2 short edges and 2 long edges, which may collectively be referred to as ‘the battlefield edge’. It is divided into 4 large quarters, each of which is divided into 4 small quarters (effectively sixteenths).

battleplan: The set of rules that describes the scenario of the battle and determines things such as where the armies deploy, where any objectives are located and how the players win the battle. (Core Rules, 9.0)

begins deployment: The player who is allowed to use a DEPLOY ability during deployment first is said to be the one who begins deployment. The battleplan will specify which player does so. (Core Rules, 10.0)

behind a terrain feature: Impossible to draw a line from a model in the attacking unit to a model in the target unit without it passing across the terrain feature. (Terrain, 1.1)

CAVALRY: A unit keyword. Mounted on warbeasts. CAVALRY are fast and hard-hitting but are generally vulnerable to attritional combat.

Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0)

Charge: Your Charge Phase, charge roll of 2D6. Must get within ½" of any visible enemy units to succeed, otherwise unit stays where it is. (Core Rules, 14.3)
Charge (+1 Damage): Weapon ability. +1 Damage if attacking unit charged. (Core Rules, 20.0)

climb: Movement vertically up or down the surface of a terrain feature. The model’s base is assumed to stay in contact with the terrain feature as it moves and remain parallel with the battlefield floor. (Core rules, 15.2)

coherency: When a unit is set up or ends a move, each model in the unit must be within coherency range. (Core Rules, 15.1)

coherency range: ½" horizontally and any distance vertically of 1 or more other models if unit has 6 or fewer models; 2 or more if unit has 7+ models. (Core Rules, 15.1)

combat attack: An attack made with a melee weapon. (Core Rules, 16.0)

combat range: Model’s combat range = 3" horizontally and any distance vertically from model. Unit’s combat range = 3" horizontally and any distance vertically from all models in unit. A unit is in combat if any enemy models are within its combat range and visible to it. (Core Rules, 7.0)

command points: Each player gets 4 command points at start of round. Underdog gets 1 extra. (Commands, 1.0)

commander: You are the commander of your army and everything in it (units, models, etc.).

commands: Abilities that require you to spend a number of command points in order to use them. (Commands, 1.0)

Companion: Weapon ability. Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’). (Core Rules, 20.0)

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)

control: Determined in the deployment phase after all Deployment Phase abilities have been used and at the end of each turn. Objectives are controlled by player that has the highest army control score for that objective. (Core Rules, 32.2)

Control characteristic: Determines how good unit is at contesting objectives (see ‘control’). (Core Rules, 4.0)

control score: A unit’s control score is determined by adding all the Control characteristics of models in the unit contesting the objective in question. An army’s control score for that objective is determined by adding together all the control scores of units in the army contesting that objective. (Core Rules, 32.2)

CORE: Basic ability that can only be used by each unit once per phase, e.g. Move, Shoot, Fight. (Core Rules, 5.1)

Counter-charge: Command, 2CP. Charge in enemy charge phase. (Commands, 5.0)

Cover: -1 to hit rolls for attacks that target a unit behind or wholly on this terrain feature, unless unit charged or has FLY. (Terrain, 1.2)

Covering Fire: Command, 1CP. Shoot in enemy shooting phase, but -1 to hit rolls and must target nearest enemy unit. (Commands, 4.0)

Crit (2 Hits): Weapon ability. Unmodified hit roll of 6 scores 2 hits on target. (Core Rules, 20.0)

Crit (Auto-wound): Weapon ability. Unmodified hit roll of 6 skips wound roll step. (Core Rules, 20.0)

Crit (Mortal): Weapon ability. Unmodified hit roll of 6 inflicts an amount of mortal damage equal to the Damage characteristic of the weapon and the sequence ends. (Core Rules, 20.0)

critical hit: Unmodified hit roll of 6. (Core Rules, 17.0)

D3: Roll a D6 and halve the result, rounding up. (Core Rules, 2.2)

damaged: A unit is damaged if it has any damage points currently allocated to it (i.e. if the damage points allocated to it were not enough to slay a model in the unit). Some abilities Heal damaged units. (Core Rules, 18.2)

Damage characteristic: Determines number of damage points inflicted by successful attack. (Core Rules, 17.0)

damage points: Damage points are inflicted by successful attacks and mortal damage. Damage points go into a damage pool first, then they must be allocated one at a time to the target unit. Each time the number of damage points allocated to a unit equals its Health characteristic, a model in the unit is slain. (Core Rules, 17.0)

damage pool: Inflicted damage points are added to the target’s damage pool until all damage points inflicted by the ability have been calculated. Then, each of those damage points must be allocated one at a time to the target unit. (Core Rules, 17.0)

Declare: The step of every ability after which players may use reactions but before the effect is resolved. (Core Rules, 5.2)

deployment phase: Phase in which players use DEPLOY abilities to deploy their armies. (Core Rules, 10.0)

destroyed: A unit is destroyed when the last model in the unit is slain. (Core Rules, 18.4)
destroyed by: A unit is said to have destroyed another unit when an attack it made or an ability it used caused the last model in the target unit to be slain.

drops: The minimum number of DEPLOY abilities that a player can use to set up their army. This is usually equal to the number of regiments in their army plus the number of auxiliary units in their army. (Core Rules, 10.1)

effect: Abilities have effects, which are resolved after the declare and reaction step. The thing to which the effect is applied is said to be affected by the ability. (Core Rules, 5.2)

endless spells: A type of manifestation summoned by a WIZARD. (Magic, 7.0)

enemy models/units: Models/units in your opponent’s army. (Core Rules, 1.0)

Enemy (…) Phase: Timing. A phase in which your opponent is the active player. (Core Rules, 13.0)

enhancements: A type of faction rule. You can take 1 enhancement of each type for your army, you can’t take the same enhancement more than once, and you can’t give the same unit more than 1 enhancement of the same type. (Army Composition, 4.1)

faction: The units in your army must all belong to the same faction (excepting Regiments of Renown). Most factions in Warhammer Age of Sigmar have their own battletome, which contains the rules for the units from that faction, along with the battle traits and enhancements for that faction.

faction rules: These are split into battle traits and enhancements. Battle traits tend to be army-wide abilities, while enhancements are given to specific units.

Fight: The CORE ability that units use to attack each other in combat. (Core Rules, 14.4)

FLY: A keyword. Units that can fly often ignore intervening models and terrain when moving. (Core Rules, 15.4)

Forward to Victory: Command, 1CP, reaction. Re‑roll charge roll. (Commands, 5.0)

friendly models/units: Models/units in your army. (Core Rules, 1.0)

general: You must pick 1 HERO in your army to be your general. Certain rules will interact with your general. (Army Composition, 3.2)

fought: A unit has fought if it used any FIGHT abilities in the same turn.

Guarded Hero: Passive ability that all HEROES that are not MONSTERS or WAR MACHINES have. If HERO is within 3" of a friendly non-HERO unit, then shooting attacks targeting the HERO are -1 to hit, and if HERO is INFANTRY, they also cannot be picked as the target of shooting attacks made by models more than 12" from them. (Core Rules, 25.0)

Heal: Remove a number of damage points that have been allocated to a unit equal to the number in brackets after ‘Heal’. (Core Rules, 21.0)

Health characteristic: The characteristic that shows the number of damage points that can be allocated to the unit before a model in the unit is slain. (Core Rules, 4.0)

heroic trait: Enhancement that can be given to a HERO in your army. (Army Composition, 4.1)

hit roll modifiers: Add up all modifiers to a hit roll and cap at +1 if the result is a positive value or -1 if the result is a negative value. (Core Rules, 17.1)

in combat: A unit is in combat if any visible enemy models are within its combat range (within 3"). (Core Rules, 7.0)

INFANTRY: A unit keyword. Models on foot. INFANTRY form the backbone of most armies and tend to be good at contesting objectives.

inflict: Successful attacks inflict damage points. Inflict is not the same as allocate. Ward rolls can be made for inflicted damage points before they are allocated. (Core Rules, 17.0)

invocation: A type of manifestation summoned by a PRIEST. (Magic, 7.0)

jump down: Models can move directly down through the air from a terrain feature to the battlefield. They can do so any distance, but it ends their move (Core Rules, 15.2.1)

keyword: A term that carries KEYWORD FORMAT, allowing the thing that has it to be tagged and referenced by other rules. (Core Rules, 5.1)

Magical Intervention: Command, 1CP. WIZARD or PRIEST can cast or chant in enemy hero phase, but -1 to casting/chanting roll. (Commands, 2.0)

manifestations: Arcane or divine entities or phenomena that have their own miniatures and are summoned to the battlefield by a WIZARD or PRIEST. (Magic, 7.0)

manifestation lore: If taken, all WIZARDS in your army know all spells from that lore, and all PRIESTS in your army know all prayers from that lore. (Army Composition, 4.2)

miscast: Casting roll that contains two or more 1s is a miscast (D3 mortal damage, attempt fails, and caster can’t cast any more spells that phase). (Magic, 2.0)

models: The warriors in your army are referred to as models and are grouped into units. Some units consist of only 1 model.

modifiers (dice rolls): Many rules let you change the result of a dice roll. Sometimes, multiple modifiers will apply to the same roll. Modifiers to some types of rolls, such as hit and wound rolls, are capped.
modifiers (characteristics): Characteristics cannot be modified to less than 1, with the exception of Rend, which can be modified to 0. Round down any fractions. Set, multiply or divide, then add or subtract, in that order (if more than one modifier applies). (Core Rules, 27.0)

MONSTER: A unit keyword. MONSTERS are large and imposing units, often consisting of a single model that can have a large impact all by itself.

mortal damage: If mortal damage is inflicted, just add that many damage points to the damage pool. (Core Rules, 17.2)

mount trait: Enhancement that can be given to a HERO riding a warbeast. (Army Composition, 4.1)

Move characteristic: Characteristic that determines the number of inches a unit can move across the battlefield when using certain abilities, most commonly Normal Move. (Core Rules, 4.0)

Musician: While unit contains any musicians, if it uses the ‘Rally’ command, make one additional rally roll of D6. (Command Models, 2.0)

neutral territory: The area of the battlefield that is neither player’s territory. (Core Rules, 9.1.2)

Normal Move: Move each model in unit up to Move characteristic but models cannot move into combat. (Core Rules, 14.1)

objectives: Many battleplans require players to gain control of specific points on the battlefield to secure victory. Objectives are represented by 40mm round markers. Models can move over and end a move on an objective marker. (Core Rules, 32.0)

Obscuring: Unit behind or wholly on this terrain feature cannot be targeted by shooting attacks unless it has FLY. (Terrain, 1.2)

passive abilities: The effects of passive abilities are applied any time their conditions are met. You cannot use reactions in response to passive abilities. (Core Rules, 5.4)

persisting abilities: Abilities that have effects that last for a specified length of time, for example, ‘add 1 to wound rolls for attacks made by this unit until the start of your next turn.’

phases: There are 7 phases in each turn: Start of Turn, Hero Phase, Movement Phase, Shooting Phase, Charge Phase, Combat Phase, End of Turn. Ability timings can be Your Phase (you are the active player), Enemy Phase (opponent is active player) or Any Phase (either player is active player). (Core Rules, 13.0)

pile-in: A short move, usually 3", that allows a unit using a FIGHT ability to get a bit closer to the unit(s) it is in combat with. (Core Rules, 15.3)

points limit: The combined points cost of units in your army cannot exceed the points limit for the battle. Players usually agree on the points limit before the battle, but it may be pre-determined by the battlepack being used. (Army Composition, 1.2)

power level: The number in brackets after the WIZARD or PRIEST keyword that determines the number of spells or prayers they can cast or unbind per phase. (Magic, 1.1)

prayer: A special type of ability that can only be used by PRIESTS. (Magic, 3.0)

prayer lore: If taken, all eligible PRIESTS in your army know the prayers from that lore. (Army Composition, 4.2)

PRIEST: Unit that can use prayers. (Magic, 1.0)

Rally: Command, Any Hero Phase, 1CP. Roll 6 dice; for each 4+, gain 1 rally point. For each rally point, Heal (1) or spend a number of rally points equal to Health characteristic to return 1 slain model. (Commands, 2.0)

random characteristic: Generate the characteristic before applying modifiers, and each time it is needed for an ability. Random Attacks characteristics are generated per ATTACK ability; other random weapon characteristics are generated per attack made with the weapon. (Core Rules, 26.0)

Range characteristic: A characteristic, most often on weapon profiles, that determines how close something must be for it to be an eligible target. (Core Rules, 16.0)

Reaction: After an ability is declared, starting with the player using the ability, players alternate using any eligible reactions they wish to. Then the effect of the ability is resolved. (Core Rules, 5.2)

Redeploy: Command, 1CP. D6" move in enemy movement phase. (Commands, 3.0)

regiment: A group of units, including a HERO, that are taken as a set during Army Composition. Regiments often allow multiple units to be deployed at the same time. (Army Composition, 3.1)

Regiment of Renown: A fixed regiment that has its own rules for including it in an army and may also have a special ability or abilities. (Army Composition, 3.5)

reinforced unit: A unit whose minimum unit size and points cost is doubled when you add it to your army. You cannot reinforce units with a minimum unit size of 1. (Army Composition, 3.3)

removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.
replacement unit: A unit that is brought back to the battlefield after it has been destroyed. Although the same miniatures are used, the unit counts as an entirely new unit in the rules, unless specified otherwise. (Core Rules, 24.2)

Rend characteristic: Subtract the Rend of the weapon from save rolls made for the target unit. (Core Rules, 17.0)

reserves/in reserve: A unit set up in reserve is set up off the battlefield and will be set up on the battlefield at a specified time once the battle is under way. (Core Rules, 24.1)

Retreat: Inflict D3 mortal damage on the unit then move it out of combat. Cannot use Shoot or Charge abilities later in turn. (Core Rules, 14.1)

return slain model: Set up model that was slain with no damage points allocated to it and within coherency range of models in its unit not returned/added this phase. If unit will have 7+ models, set up model within coherency range of at least 2 other models. Only set up in combat if its unit is already in combat. (Core Rules, 22.0)

roll off: Each player rolls a D6; player who rolls highest wins. If tied, keep rolling off until there is a winner. (Core Rules, 2.2)

Run: Roll D6 and add to unit’s Move, then move unit up to that distance. Prevents unit from using Shoot or Charge later in turn. (Core Rules, 14.1)

Save characteristic: The number you need to equal or beat to make a successful save roll for the unit. Attacks that are saved do not inflict damage points. (Core Rules, 4.0)

save roll modifiers: Save roll modifiers are capped at +1 but there is no negative cap. (Core Rules, 17.1)

set up: When setting up a unit, all models in the unit must be set up, otherwise the ability cannot be used. A unit set up on the battlefield in a phase other than the deployment phase cannot use MOVE abilities in the movement phase of the same turn. (Special Rules, 24.0)

Shoot: Attack with ranged weapons. Units cannot shoot if they are in combat. (Core Rules, 14.2)

Shoot in Combat: Weapon ability. Weapon can be used to make shooting attacks even if attacking unit is in combat. (Core Rules, 20.0)

spell: A special type of ability that can only be used by WIZARDS. (Magic, 2.0)

spell lore: If taken, all eligible WIZARDS in your army know the spells from that lore. (Army Composition, 4.2)

slain: A model in a unit is slain each time the number of damage points allocated to the unit equals its Health characteristic. Each time a model is slain, the number of damage points allocated to the unit resets to 0. If there are still damage points in the damage pool, keep allocating them and removing slain models until there are no damage points left. (Core Rules, 18.2)

slain by: A model is said to have been slain by a unit when an attack made by or an ability used by that unit caused that model to be slain.

Standard Bearer: Add 1 to the control score of units with any standard bearers. (Command Models, 3.0)

straight line: If a rule asks you to draw a line between two points, it is assumed to be an imaginary line 1mm wide.

STRIKE-FIRST: Units with this keyword use FIGHT abilities before units that don’t have this keyword. If both players have units with STRIKE-FIRST, they alternate fighting with those units before other units get to fight, starting with the active player. After those units have fought, the active player chooses the next unit to fight. (Core Rules, 19.0)

STRIKE-LAST: Units with this keyword use FIGHT abilities after all units that don’t have this keyword. (Core Rules, 19.0)

summon: Manifestations are summoned to the battlefield using the spell or prayer on their warscroll. (Magic, 7.0)

Tactical Gambit: You must use this ability at the start of your turn in order to attempt a battle tactic. (Battle Tactics, 2.0)

target (attacks): You must declare the targets of all the attacks you are making with a unit before following the attack sequence for those attacks, and you can split attacks freely between eligible target units. (Core Rules, 16.0)

terrain features: Models that reflect the battlefield environment. They often have their own rules. (Terrain, 1.0)

territory (within/wholly within): A unit is within a territory if any part of the base of any model in the unit is within that territory. A unit is wholly within a territory if all parts of the bases of all models in the unit are within that territory. (Core Rules, 9.1.2)

token: Tokens are not considered models for rules purposes. Their main purpose is to act as reminders for persisting effects that apply to specific units. They are otherwise ignored and can be freely moved if they get in the way. (Core Rules, 23.0)

timing: The part of an ability that specifies when it can be used. Usually appears as a colourcoded bar at the top of the ability. (Core Rules, 5.2)

turns: Each battle round consists of 2 turns (1 for each player), each comprising 7 phases. The player whose turn is taking place is the active player. (Core Rules, 11.0)

Unbind: Reaction to a SPELL ability. Make an unbinding roll of 2D6. If the roll beats the casting roll, the SPELL ability fails. (Magic, 4.0)

underdog: Player with fewest victory points. If tied, there is no underdog for that battle round.
UNIQUE: A unit with this keyword can only be included in your army once. (Army Composition, 3.4)

unique enhancements: Special types of enhancement that some factions have access to. They will be accompanied by rules that tell you which units can be given them.

units: A group of models that move and fight together. An army is made up of a number of units. Each unit has a warscroll that details its characteristics and abilities.

Unstable: Models can move across but cannot be set up on or end a move on parts of this terrain feature taller than 1". (Terrain, 1.2)

used: An ability has been used once it has been declared, whether or not its effect was successfully resolved. (Core Rules, 5.2)

visible: An observing model can see a target model if you could draw a straight line from any point on the observing model to the target model without it crossing any objects except other models in the observing model’s unit. A model is always visible to itself. (Core Rules, 6.0)

WARD: Before you allocate an inflicted damage point to a unit that has this keyword, you can make a ward roll. If the result equals or beats the number in brackets after WARD, that damage point is negated and ignored. (Core Rules, 18.1)

warscroll: Every unit has a warscroll, which includes vital information that determines the unit’s capabilities in battle. (Core Rules, 4.0)

weapon ability: A passive ability that affects attacks made with the weapon that has the ability. (Core Rules, 20.0)

wholly on a terrain feature: A unit is wholly on terrain if all parts of the bases of all models in the unit are on the same terrain feature. (Terrain, 1.1)

wholly within (model): model x is wholly within a distance of y if every part of model x’s base is within that distance of y.

wholly within (unit): unit x is wholly within a distance of y if every part of all the bases of all the models in unit x is within that distance of y.

within (model): model x is within a specified distance of y if any part of model x’s base is within that distance of y.

within (unit): unit x is within a specified distance of y if any part of the base of any model in unit x is within that distance of y.

WIZARD: Unit that can use spells (Magic, 1.0)

wound roll modifiers: Add up all modifiers to a wound roll and cap at +1 if the result is a positive value or -1 if the result is a negative value. (Core Rules, 17.1)

Your (…) Phase: Timing. Only the active player can use abilities with this timing. (Core Rules, 13.0)

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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).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

FAQ / Errata

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

‘A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it.’
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

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

Your Movement Phase
RUN: The unit rushes into position.

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

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

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

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

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

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

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

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

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

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

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

FAQ / Errata

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

‘A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it.’
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.

FAQ / Errata

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

‘If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.’
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

FAQ

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

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

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
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.
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

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

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
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.

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

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

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics, etc.).
  • Enemy units can finish a charge move within ½" of a terrain feature that is garrisoned (see 1.5.1). Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the 'Fight' and 'Shoot' CORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" ('-') cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than '-' are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that did not use a RUN ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target. You cannot pick MANIFESTATIONS or faction terrain features as the target of this ability.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.
KEYWORDSSHOOT, ATTACK
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability. For the rest of the turn, subtract 1 from save rolls for the unit using this ability.

5.4 Passive Abilities
Abilities that have the Passive timing are called passive abilities. Passive abilities are not declared. The effects of passive abilities always apply if the conditions of the ability are met, and they must be applied if it is possible to do so.
5.0 Abilities
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities. This is an example of an ability:


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

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

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


FAQ

Q:Some abilities (e.g. ‘All-out Attack’) have a red timing bar. Can these abilities only be used in the combat phase?
A:
No. The words in the timing bar or, in the case of reactions and passive abilities, the specific wording of the ability will let you know exactly when you can use it; the colour is just there as a play aid. If a phase is not specified, the colour indicates the most common phase it is used in or, if it is used in multiple phases equally, the timing bar is black.
Q:Some abilities have a green timing bar. What does this mean?
A:
The green timing bar is used to indicate defensive abilities, many of which can be used in multiple phases.
Q:Are non-passive abilities such as ‘Burning Wyrdflame’ optional to use?
A:
Yes. You must apply the effects of passive abilities and abilities that state that they must be used if it is possible to do so, but all other abilities are optional to use.
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.

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
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable
2.2 Dice
Warhammer Age of Sigmar uses six-sided dice, often abbreviated to D6.

  • Some rules refer to ‘2D6’, ‘3D6’ and so on - in such cases, roll a number of dice equal to the number before ‘D6’ and add the results together.
  • A roll of ‘2+’ means a roll of 2 or more, a roll of ‘3+’ means a roll of 3 or more, and so on.
  • If a rule requires you to roll a D3, roll a dice and halve the total, rounding up. For D3 rolls, a roll of ‘2+’ means a result of 2 or more after halving the total and rounding up.
  • Effects that allow you to modify a dice roll are called modifiers.
  • 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.
  • Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. You cannot re-roll a dice more than once, and re-rolls happen before modifiers to the roll (if any) are applied.

FAQ / Errata

FAQ
Q:If an ability allows me to re-roll one dice from an XD6 roll (e.g. the Blades of the Hollow King ‘Aurelias’ ability), could I then use a different ability to re-roll the entire XD6 roll?
A:
No.
Errata
Addenda: 2.2 Dice
Add the following:

‘• Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. You cannot re-roll a dice more than once, and re-rolls happen before modifiers to the roll (if any) are applied.’
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.’
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.

The MAGGOTKIN OF NURGLE and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:

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

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

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

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

FAQ

Q:When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.
Your Hero Phase
7
CLOYING QUAGMIRE: The sorcerer thrusts their hands into the soil, causing the ground beneath their enemies to putrefy into a sucking, grasping quagmire.

Declare: Pick a friendly MAGGOTKIN OF NURGLE WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Halve the target’s Move characteristic.
  • If the target’s Save characteristic is 3+ or better, subtract 1 from run rolls and charge rolls for the target.
KEYWORDSSPELL
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

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

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

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

Errata

Addenda: fought
Add the following definition:

‘fought: A unit has fought if it used any FIGHT abilities in the same turn.’
5.2 Using Abilities
The timing of an ability tells you when it can be used. When using an ability, follow these steps:

1. Declare the Ability: Tell your opponent which ability is being used. If the ability has Declare instructions, resolve them at this step.

2. Use Reactions: Starting with the player using the ability, the players alternate using any abilities with an appropriate Reaction timing. Players can choose to pass instead of using a reaction, but once both players consecutively pass, no further reactions to that ability can be used.

3. Resolve the Effect: Follow the instructions in the Effect part of the ability.

FAQ / Errata

FAQ
Q:When resolving the effect of an ability that refers to a Save characteristic of 3+ or better (e.g. the ‘Cloying Quagmire’ spell), what does ‘or better’ mean?
A:
It means any Save characteristic with a lower value than 3+, such as 2+, that better protects against incoming damage.
Q:If an ability allows another friendly unit to be picked to use a FIGHT ability immediately after a friendly unit has used a FIGHT ability (for example, the Crypt Haunter Courtier’s ‘Knightly Exemplar’ ability), does the second unit being activated have to meet the requirements of the Declare step of the FIGHT ability it is using?
A:
Yes. So, for example, if the second unit being activated was using the ‘Fight’ ability, it would need to be in combat or have charged in the same turn.
Q:If an ability references a qualifier that multiple objects are tied for (e.g. two terrain features are equally close to an Awakened Wyldwood that is using the ‘Ever Growing’ ability), what happens?
A:
The player who used the ability chooses which object to affect.
Errata
5.2 Using Abilities
Change point 2 (Use Reactions) to:

‘Starting with the player using the ability, the players alternate using any abilities with an appropriate Reaction timing. Players can choose to pass instead of using a reaction, but once both players consecutively pass, no further reactions to that ability can be used.’
Addenda: used
Add the following definition:

‘used: An ability has been used once it has been declared, whether or not its effect was successfully resolved. (Core Rules, 5.2)’
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.

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:

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.

Those HEROES can join an eligible regiment as a GRAND FORGEHOST WIZARD.

Infantry Hero
Your Hero Phase
7
REINFORCE DAEMONSTEEL: At a sorcerer’s chanting, the sigils inscribed on their minions’ armour glow with protective power.

Declare: Pick a friendly GRAND FORGEHOST WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, ignore the first damage point allocated to each friendly HELSMITHS OF HASHUT unit in each phase while they are wholly within 12" of the caster.
KEYWORDSSPELL, UNLIMITED
17.0 The Attack Sequence
Resolve steps 1-4 below for each attack made against a target unit, one attack at a time. If you picked more than one target unit for the ATTACK ability, resolve all the attacks made against one unit before moving on to the next, in an order of your choosing. Once you are familiar with the attack sequence, see ‘Fast Dice Rolling’ (see 17.3) if you want to speed up play.
  1. 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).

  2. 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.

  3. Save Roll: The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

  4. Determine Damage: The attack inflicts a number of damage points on the unit equal to the Damage characteristic of the weapon. Inflicted damage points are added to a temporary damage pool for the target unit.

    Keep track of the number of damage points in the damage pools of target units. Placing dice next to those units is a handy way of doing this.
After completing these steps for all of the attacks made as part of that ATTACK ability, the attacks for that ability are resolved and you can move on to the damage sequence (see 18.0).

FAQ

Q:If an ability allows a unit to score critical hits on unmodified rolls of 5+, but that unit needs a 6 to hit (e.g. as a result of subtracting 1 from hit rolls), would unmodified hit rolls of 5 hit the target? If so, would they still trigger any critical hit effects?
A:
Although the hits would count as critical hits, the attacks would not score a successful hit. As the attack sequence ends if an attack fails, effects such as Crit (2 Hits) or Crit (Auto-wound) would have no effect. However, effects that are resolved immediately, such as Crit (Mortal), would still be triggered by those critical hits.
Q:If a unit is affected by two different abilities (such as the Ashen Elder’s ‘Stoked Fanaticism’ and the Taar’s Grand Forgehost spell ‘Reinforce Daemonsteel’) that would let it ignore the first damage in a phase, will it ignore the first and second damage points in that phase? If a unit takes damage in a phase before being affected by an ability that would let it ignore the first damage in a phase (e.g. by killing models that brought it wholly within such an effect), will it ignore the next damage point it would take that phase?
A:
No and no. It will only ever ignore the first damage point that was dealt to that unit in that phase.
3.6 Auxiliary Units
Auxiliary units allow you to take any units from your faction without the constraints of regiments, at the cost of potentially giving your opponent an advantage. You can add any number of units to the auxiliary units section of your army roster. However, the player with the fewest auxiliary units on their roster gains 1 extra command point at the start of each battle round (if the players have the same number of auxiliary units, neither player receives an extra command point). HEROES that have compulsory regiment options cannot be taken as auxiliary units.
Each auxiliary unit after the first that is added to your roster will incur a cumulative surcharge of 20 points. For example, the second auxiliary unit will cost +20 points, the third will cost +40 points, the fourth will cost +60 points and so on.

Errata

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

‘Each auxiliary unit after the first that is added to your roster will incur a cumulative surcharge of 20 points. For example, the second auxiliary unit will cost +20 points, the third will cost +40 points, the fourth will cost +60 points and so on.’
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.

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

1.3 Battle Profiles
The information you’ll need when building your army roster is found in each unit’s battle profile. The battle profile for a unit will be in the same publication as its warscroll (usually a battletome).

Battle profiles are regularly updated to improve balance. When we republish them, the new version takes precedence over versions with an earlier publication date or no publication date.
4.3 Battle Tactics Cards
You can pick up to 2 battle tactics cards from the Battle Tactics 2026-27 module for your army. Make a note of these battle tactics in the appropriate section on your army roster.
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.
1.1 Wholly on Terrain and Behind Terrain
A model is wholly on a terrain feature if its base is on that terrain feature and no part of its base extends past the edge of that terrain feature. A unit is wholly on a terrain feature if every model in that unit is wholly on that terrain feature.

When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on the base of a model in the target unit that is in range without that line passing over that terrain feature, the target unit is considered to be behind a terrain feature for the attack made by that attacking model. Ignore parts of the terrain feature within the attacking unit’s combat range for the purposes of determining if the target is behind that terrain feature.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

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

Errata

Champion
Change the definition of Champion to:
‘Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0)’
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

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

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

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

FAQ / Errata

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

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

‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.’
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics, etc.).
  • Enemy units can finish a charge move within ½" of a terrain feature that is garrisoned (see 1.5.1). Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the 'Fight' and 'Shoot' CORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" ('-') cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than '-' are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that did not use a RUN ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target. You cannot pick MANIFESTATIONS or faction terrain features as the target of this ability.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.
KEYWORDSSHOOT, ATTACK
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:’
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)’
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
The non-HERO DAEMON INFANTRY and LEGION OF THE FIRST PRINCE keywords are used in the following Slaves to Darkness warscrolls:

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

Cavalry

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

Infantry Hero
Infantry

The MOULDER keyword is used in the following Skaven warscrolls:

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

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

FAQ

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

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

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

Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
15.4 Flying
Units with the FLY keyword have the following passive ability:

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.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

FAQ

Q:If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range?
A:
Yes.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general and they must lead a regiment. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO(not MONSTER or WAR MACHINES) is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by models more than 12" from them.
25.0 Guarded Heroes
All HEROES that are not MONSTERS or WAR MACHINES have the ‘Guarded Hero’ passive ability:

Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO(not MONSTER or WAR MACHINES) is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by models more than 12" from them.


Understandably, MONSTERS and WAR MACHINES don’t benefit from the ‘Guarded Hero’ ability. These units are very conspicuous targets even if they are surrounded by their fellows!

FAQ / Errata

FAQ
Q:If an ability allows me to ignore the effects of the ‘Guarded Hero’ ability when picking targets (e.g. the Warlock Engineer’s ‘Sniper-master’ ability), would the attacking unit still be affected by the -1 to hit penalty from ‘Guarded Hero’?
A:
Yes.
Errata
25.0 Guarded Hero
In the effect of ‘Guarded Hero’, replace:
‘If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by units more than 12" from them.’

with:
‘If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by models more than 12" from them.’
17.1 Attack Modifiers and Caps
Modifiers to hit rolls, wound rolls and save rolls are capped to prevent overwhelming combinations of abilities. When making a hit roll or a wound roll, add up all positive and negative modifiers that apply to the roll, then cap the result at a maximum of +1 (if positive) or a minimum of -1 (if negative).

When making a save roll, add up all the positive and negative modifiers that apply to the roll, then cap the result at a maximum of +1. Note that, unlike hit rolls and wound rolls, there is no cap on the amount that can be subtracted from save rolls.
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.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

3.1.1 Regimented Forces
If a player has more regiments than their opponent at the start of the battle, then once per battle, that player can re-roll their priority roll after seeing the result of both players’ rolls but before determining priority for that battle round.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

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

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

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

FAQ / Errata

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

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

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

19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

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

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

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

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

FAQ / Errata

FAQ
Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.
Errata
19.0 STRIKE-FIRST and STRIKE-LAST
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-FIGHT Combat Phase abilities have been used’.
STRIKE-LAST
Remove the following text from STRIKE-LAST:
‘If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought, starting with the active player.’
STRIKE-LAST
In the glossary entry for STRIKE-LAST, remove ‘, starting with the active player’.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. This is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll for the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

3.4 Unique Units
You cannot include the same UNIQUE unit more than once in your army. UNIQUE units cannot be reinforced.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.

FAQ

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

3.6 Auxiliary Units
Auxiliary units allow you to take any units from your faction without the constraints of regiments, at the cost of potentially giving your opponent an advantage. You can add any number of units to the auxiliary units section of your army roster. However, the player with the fewest auxiliary units on their roster gains 1 extra command point at the start of each battle round (if the players have the same number of auxiliary units, neither player receives an extra command point). HEROES that have compulsory regiment options cannot be taken as auxiliary units.
Each auxiliary unit after the first that is added to your roster will incur a cumulative surcharge of 20 points. For example, the second auxiliary unit will cost +20 points, the third will cost +40 points, the fourth will cost +60 points and so on.

Errata

3.6 Auxiliary Units
Add the following to the end of this section:
‘Each auxiliary unit after the first that is added to your roster will incur a cumulative surcharge of 20 points. For example, the second auxiliary unit will cost +20 points, the third will cost +40 points, the fourth will cost +60 points and so on.’
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Errata

Magic, 7.2 Banishing Manifestations
Add the following to the declare step of ‘Banish Manifestation’:
‘Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.'
1.3 Battle Profiles
The information you’ll need when building your army roster is found in each unit’s battle profile. The battle profile for a unit will be in the same publication as its warscroll (usually a battletome).

Battle profiles are regularly updated to improve balance. When we republish them, the new version takes precedence over versions with an earlier publication date or no publication date.
4.3 Battle Tactics Cards
You can pick up to 2 battle tactics cards from the Battle Tactics 2025-26 module for your army. Make a note of these battle tactics in the appropriate section on your army roster.
1.1 Wholly on Terrain and Behind Terrain
A model is wholly on a terrain feature if its base is on that terrain feature and no part of its base extends past the edge of that terrain feature. A unit is wholly on a terrain feature if every model in that unit is wholly on that terrain feature.

When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on the base of a model in the target unit that is in range without that line passing over that terrain feature, the target unit is considered to be behind a terrain feature for the attack made by that attacking model. Ignore parts of the terrain feature within the attacking model’s combat range for the purposes of determining if the target is behind that terrain feature.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

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

Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that did not use a RUN ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target. You cannot pick MANIFESTATIONS or faction terrain features as the target of this ability.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.
KEYWORDSSHOOT, ATTACK
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

FAQ

Q:If a HERO is able to join another HERO’s regiment (e.g. The Shadow Queen joining Morathi-Khaine or an Assassin joining a Dreadlord on Black Dragon), do they take the place of a non-HERO unit in that regiment?
A:
Yes.
Q:Can I add units from other factions to my HEROES’ regiments?
A:
No. The only way to add units from other factions to your army is by taking an eligible Regiment of Renown.
Q:If a Hero’s regiment options contain multiple excluded keywords (e.g. non-BEAST non-MONSTER), can it include units in its regiment that have only one of those keywords?
A:
No, it cannot include units with any of those keywords.
Q:Can my army include a WARMASTER (e.g. Sigvald, Prince of Slaanesh) in another hero’s regiment?
A:
Yes, but only if your army includes another WARMASTER unit, since your general must lead a regiment, and you must pick a WARMASTER as your general if there are any WARMASTER units in your army
5.3 The Rules of One
  • A unit cannot use more than 1 CORE ability per phase (see 14.0).
  • A unit cannot use the same ability more than once per phase, unless specified otherwise.
  • A unit cannot be affected by the same passive ability more than once at the same time. For example, if a unit is within range of two different terrain features that have the ‘Cover’ passive ability, the effect only applies to it once.

FAQ

Q:Are Reaction abilities subject to the Rules of One? For example, if a unit has a Reaction ability on their warscroll, could they only use it once per phase?
A:
Yes.
Your 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
Enemy Hero Phase
1
MAGICAL INTERVENTION: A warrior learned in the mystic arts utters a rapid incantation to disrupt the enemy’s plans.

Declare: Pick a friendly WIZARD or PRIEST to use this ability.

Effect: That friendly unit can use a SPELL, PRAYER or BANISH ability (as appropriate) as if it were your hero phase. If you do so, subtract 1 from casting rolls or chanting rolls made as part of that ability.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

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

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

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

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

FAQ / Errata

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

FAQ

Q:If a Regiment of Renown includes a WIZARD, could that WIZARD cast spells from a universal manifestation lore that was picked for that army?
A:
Yes.
Q:If a Regiment of Renown (e.g. the Coven of Thryx) includes one or more manifestations, do those manifestations replace picking a manifestation lore for my army?
A:
No, they are in addition.
Q:Does a Regiment of Renown require a HERO to lead it?
A:
No. As stated in 3.5, Regiments of Renown are pre-built regiments, so they only include the units stated in their unit summary/organisation section.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general and they must lead a regiment. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

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

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

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

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

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

FAQ

Q:Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like the Tzeentch effect of the ‘Marks of Chaos’ ability?
A:
No.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

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

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



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

Declare: Make a chanting roll of D6.

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

Errata

3.0 Prayers
Add a chanting value of 2 to the ‘Sacred Rites’ ability.
3.0 Prayers
Change the Effect of ‘Sacred Rites’ to:
‘Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
4.2 Lores
You can pick 1 spell lore available to your faction. If you do, all WIZARDS in your army with the same faction keyword as your general know all spells from that lore.

You can pick 1 prayer lore available to your faction. If you do, all PRIESTS in your army with the same faction keyword as your general know all prayers from that lore.

You can pick 1 manifestation lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore, and all PRIESTS know all prayers from that lore.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

Unbind 2025-26
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

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.

FAQ

Q:If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify?
A:
If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

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

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

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

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

4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. This is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

3.4 Unique Units
You cannot include the same UNIQUE unit more than once in your army. UNIQUE units cannot be reinforced.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits, mount traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once.
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:

3.6 Auxiliary Units
Auxiliary units allow you to take any units from your faction without the constraints of regiments, at the cost of potentially giving your opponent an advantage. You can add any number of units to the auxiliary units section of your army roster. However, the player with the fewest auxiliary units on their roster gains 1 extra command point at the start of each battle round (if the players have the same number of auxiliary units, neither player receives an extra command point). HEROES that have compulsory regiment options cannot be taken as auxiliary units.
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

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

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

Errata

Addenda: Magic, 7.2 Banishing Manifestations
Add the following to the declare step of ‘Banish Manifestation’:
‘Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.’
1.3 Battle Profiles
The information you’ll need when building your army roster is found in each unit’s battle profile. The battle profile for a unit will be in the same publication as its warscroll (usually a battletome).

Battle profiles are regularly updated to improve balance. When we republish them, the new version takes precedence over versions with an earlier publication date or no publication date.

Errata

Army Composition, 1.3 Battle Profiles
Change the final sentence to:

‘Battle profiles for each unit are available at warhammer-community.com.’
Once Per Battle Round, Start of Your Turn
TACTICAL GAMBIT: You order your troops to seize an opportunity that has arisen amidst the flow of battle.

You cannot use this ability if you went second in the previous battle round and chose to go first in the current battle round.

Effect: Pick 1 battle tactic that you have not yet attempted. You can attempt to complete that battle tactic this turn.
1.1 Wholly on Terrain and Behind Terrain
A model is wholly on a terrain feature if its base is on that terrain feature and no part of its base extends past the edge of that terrain feature. A unit is wholly on a terrain feature if every model in that unit is wholly on that terrain feature.

When a unit is targeted by an attack, the unit is considered to be behind a terrain feature if it is impossible to draw a straight line from a model in the attacking unit to a model in the target unit without that line passing across that terrain feature. Ignore parts of the terrain feature within the attacking model’s combat range for the purposes of determining if the target is behind that terrain feature.

Errata

Terrain, 1.1 Wholly On Terrain and Behind Terrain
Change the last sentence to:
‘Ignore parts of the terrain feature within the attacking model’s combat range for the purposes of determining if the target is behind that terrain feature.'
Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit until that ATTACK ability has been resolved.

Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that did not use a RUN ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target. You cannot pick MANIFESTATIONS or faction terrain features as the target of this ability.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.

Designer’s Note: This change allows reactions such as ‘All-out Defence’ to be used in response to ‘Covering Fire’.
KEYWORDSSHOOT, ATTACK
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.

FAQ

Q:If a HERO is able to join another HERO’s regiment (e.g. The Shadow Queen joining Morathi-Khaine or an Assassin joining a Dreadlord on Black Dragon), do they take the place of a non-HERO unit in that regiment?
A:
Yes.
Q:Can I add units from other factions to my HEROES’ regiments?
A:
No. The only way to add units from other factions to your army is by taking an eligible Regiment of Renown.
Q:If a HERO’S regiment options contain multiple excluded keywords (e.g. non-BEAST non-MONSTER), can it include units in its regiment that have only one of those keywords?
A:
No, it cannot include units with any of those keywords.
Q:Can my army include a WARMASTER (e.g. Sigvald, Prince of Slaanesh) in another hero’s regiment?
A:
Yes, but only if your army includes another WARMASTER unit, since your general must lead a regiment, and you must pick a WARMASTER as your general if there are any WARMASTER units in your army.
Banish Manifestation 2024-25
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

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

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

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
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
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘Shoot’ CORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

FAQ / Errata

FAQ
Q:Are manifestations still subject to the restrictions in Core Rules, 5.3 The Rules of One?
A:
Yes.
Q:Are manifestations affected by friendly abilities (e.g. those that give units the WARD keyword)?
A:
No, except for those permitted in Magic, 7.0, and those that specifically affect manifestations (such as ‘Banish Manifestation’).
Q:Can manifestations use command abilities?
A:
No, not unless that command is on the manifestation’s warscroll.
Q:If a MANIFESTATION is closer to a friendly unit using the ‘Covering Fire’ command than any other units, do I have to target that manifestation? Can I choose to?
A:
No to both.
Q:If an ability or battle tactic requires a unit to be destroyed (e.g. ‘The Blood Tithe’), does destroying a manifestation count?
A:
No.
Q:Do I need to use a RETREAT ability to move away from a manifestation that has a Move characteristic of 0"?
A:
No, you can use any MOVE ability.
Q:If a manifestation has a Move characteristic that is greater than 0", can it use MOVE abilities in the movement phase of the same turn in which it was set up?
A:
No.
Q:If a power level 2 or higher wizard miscasts their first spell, could they still use the ‘Banish Manifestation’ ability in that phase?
A:
Yes. Miscasting only prevents that wizard from using any more spells in that phase.
Q:If a manifestation has multiple parts (e.g. Geminids of Uhl-Gysh) and is in combat, can one part of the manifestation be ‘in combat’ while the other is not? If one part is in combat can the other part make a pile-in move?
A:
If any part of a manifestation is considered to be in combat, the entire manifestation is considered to be in combat. If one part can pile in, all parts can pile in (but must all pile in towards the same enemy unit as per the rules for piling in).
Q:How does the Prismatic Palisade’s ‘Blinding Light’ ability interact with picking targets for shooting attacks?
A:
A model in the attacking unit can only make shooting attacks against the target unit if a straight line can be drawn from that model to any model in the target unit without that line crossing the Prismatic Palisade.
Q:Can manifestations use MOVE abilities in the movement phase of the turn they were set up?
A:
No.
Q:Can ‘Magical Intervention’ be used to use the ‘Banish Manifestation’ ability after gaining the ability to use ‘Banish Manifestation’ from a Place of Power.
A:
No.
Q:Are manifestations affected by the ‘Obscuring’ terrain ability?
A:
No.
Errata
Addenda: Magic, 7.0 Manifestations
Replace:
‘No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn’

With:
‘No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.’
Magic, 7.0 Manifestations
Change the sixth bullet point to:

‘Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1⁄2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1⁄2" of an enemy unit.’
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 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

FAQ / Errata

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

‘• You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
• Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
• If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.’
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

Errata

Army Composition, 3.2 The General
Change the first sentence to:

‘You must pick 1 HERO in your army that is leading a regiment to be your general.’
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

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

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

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

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

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

FAQ / Errata

FAQ
Q:Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like the Tzeentch effect of the ‘Marks of Chaos’ ability?
A:
No.
Errata
Magic, 2.0 Spells
Change the third paragraph to:
‘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.'
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

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

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

Declare: Make a chanting roll of D6.

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

Errata

Magic, 3.0 Prayers
In the second paragraph, change ‘On a chanting roll of 2 or more’ to ‘On an unmodified chanting roll of 2 or more’.
4.2 Lores
You can pick 1 spell lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore.

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

You can pick 1 manifestation lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore, and all PRIESTS know all prayers from that lore.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
Unbind 2024-25
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

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.

FAQ

Q:If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify?
A:
If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

3.4 Unique Units
You cannot include the same UNIQUE unit more than once in your army. UNIQUE units cannot be reinforced.
© Vyacheslav Maltsev 2013-2026