Spearhead Doubles

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BookKindEditionLast update
  Rules Updates
  Rules UpdatesRulebook4May 2026
  Spearhead Doubles
  Spearhead DoublesExpansion4December 2025
Path to Glory Battlepack

SPEARHEAD DOUBLES

Spearhead is a fast, fun way to play small skirmish-style games of Warhammer Age of Sigmar with a friend. But what if you have three friends who all want to play Spearhead with you? Worry not, as on the following pages, you can find rules for playing Spearhead Doubles!

These rules explain how to use your existing Spearhead sets to team up with a friend and battle another two-player team in Aqshy, Ghyran or Shyish. You’ll need 2 Spearhead Gaming Packs – either Fire and Jade or Sand and Bone – and each player will need a Spearhead army.

SPEARHEAD DOUBLED!

Spearhead Doubles is also an easy way to simply play… a bigger game of Spearhead! It’s very common for 2 players to each have a copy of Fire and Jade or Sand and Bone, and if you wanted to, you could simply follow the rules on these pages to allow you and your opponent to battle one another using 2 Spearhead armies each. This is a great way to get all those armies you’ve been collecting onto the tabletop – indeed, if you have 2 Spearhead armies from the same faction, like Cities of Sigmar or Ogor Mawtribes, then you’ll have a thematic force like no other!

Battleplan

Battleplan

Spearhead Doubles

After a deadly battle, two generals find common cause in a shared set of foes. With little choice and even less trust, they take to the field with their depleted forces to rout the enemy and claim glory.


In Spearhead Doubles, you will team up with a friend to take on another team of 2 players. As a group, you’ll need to decide which Spearhead battlepack to use: Fire and Jade or Sand and Bone. Once you’ve decided, follow the rules below.

PRE BATTLE SEQUENCE
1. Each player picks a Spearhead army to command. Players on the same team must pick different Spearhead armies.
2. The players on each team roll off to determine their team’s overlord. Whenever a team cannot agree on a decision, the overlord makes the final decision.
3. The players on each team roll a dice and add their rolls together. The team that rolls highest wins. This is called a Doubles roll-off. The winner of the Doubles roll-off chooses which team is the attacking team and which is the defending team.
4. Each player on the attacking team picks their regiment ability and their enhancement for their Spearhead army. Then each player on the defending team does the same.
5. The defending team chooses where the players will be fighting. If you are using Fire and Jade, pick either Aqshy or Ghyran:

Aqshy
Ghyran

If you are using Sand and Bone, pick either Ossia or Dolorum:
Ossia
Dolorum

The defending team then sets up 2 realm battlefields for that location as shown in the corresponding realm map bellow.
6. The defending team picks 1 of the deployment maps bellow and chooses which territory belongs to which team.
7. If you are using Sand and Bone, the defending team sets up the mystical terrain as shown on the deployment map (if any).
8. If you are using Fire and Jade, the defending team sets up 2 large terrain features and 2 small terrain features. Then the attacking team does the same.

If you are using Sand and Bone, the defending team sets up both Terrain Group A (Large Wall and Small Fence) and Terrain Group B (Small Wall and Large Fence). Then the attacking team does the same.

In all cases, terrain features must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on top of the objectives (either wholly or partially).

DEPLOYMENT
Do not deploy armies as described in the Core Rules. Instead, one player on the attacking team sets up all the units in their army first, then one player on the defending team, followed by the other player on the attacking team and finally the other player on the defending team. Each unit must be set up wholly within friendly territory and more than 6" from enemy territory.

BATTLE LENGTH
The battle lasts for 4 battle rounds.

FIRE AND JADE REALM MAPS
AQSHY
GHYRAN
FIRE AND JADE DEPLOYMENT MAPS
DEPLOYMENT OPTION 1
DEPLOYMENT OPTION 2
SAND AND BONE REALM MAPS
OSSIA
DOLORUM
SAND AND BONE DEPLOYMENT MAPS
DEPLOYMENT OPTION 1
DEPLOYMENT OPTION 2

SPECIAL RULES

DOUBLES
The following rules are used in Spearhead
Doubles battles:
  • Units controlled by the other player on your team are friendly units, but any rules for your Spearhead army that affect or target friendly units only affect or target units in your own Spearhead army.
  • Units in the opposing team’s Spearhead armies are enemy units.
  • For battle tactics that require a named objective to be controlled (e.g. ‘Control the Dracothion Dais’), your team must control both objectives with that name in order to score that battle tactic.
  • For battle tactics that require a terrain feature to be controlled (e.g. ‘Control the large terrain feature in enemy territory’), your team must control both of those terrain features in order to score that battle tactic.
  • Where a rule says ‘the players roll off’, use the Doubles roll-off instead.
  • When alternating picking units to use a FIGHT ability, one team picks 1 unit from 1 of their Spearhead armies, then the other team picks 1 unit from 1 of their Spearhead armies, and so on.

PREPARING THE SPEARHEAD DECK
One player takes the twist deck that corresponds to the Spearhead battlepack you are using and the realm map that was chosen, shuffles it and places it face down next to the battlefield (the other twist deck is not used).

Then, each team takes 1 battle tactic deck that corresponds to the Spearhead battlepack you are using, shuffles it and places it face down where they can reach it during the battle.

START OF THE BATTLE ROUND SEQUENCE
If it is the first battle round, the attacking team chooses who will take the first turn. In any other battle round, the players make a priority roll (Core Rules, 12.0).
1. Determine the underdog (Core Rules, 12.0).
2. The twist card is drawn (see opposite).
3. The players draw battle tactic cards (see opposite).
4. Any abilities with the
Start of Battle Round
timing are used.

TWIST CARDS
One twist card is drawn at the start of each battle round. Follow the rules on it as it is drawn.

BATTLE TACTIC CARDS
At the start of the first battle round, each team draws a shared hand of 3 battle tactic cards.

At the start of each subsequent battle round, each team draws battle tactic cards until they once more have a shared hand of 3 battle tactic cards. Before they do so, they can discard any number of battle tactic cards in their hand. Cards are discarded face up. Both players on a team can contribute to scoring their team’s battle tactics.

SEIZING THE INITIATIVE

If the player who went second in the previous battle round wins the priority roll and chooses to go first, it is called seizing the initiative. When a player seizes the initiative, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the two players is 5 or greater.

VICTORY POINTS
Each team scores victory points at the end of each of their turns as follows:
  • Score 1 victory point if you control two or more objectives.
  • Score 1 victory point if you control four or more objectives.
  • Score 1 victory point if you control more objectives than the opposing team.
  • Score 1 victory points for each battle tactic your team completed this turn.

GLORIOUS VICTORY
The team with the most victory points at the end of the battle is the winner. If the teams are tied on victory points, the battle is a draw.
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.
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.
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.

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