This page explains how to play games of Warhammer Age of Sigmar with your collection of Citadel Miniatures.
Warhammer Age of Sigmar: Core Rules |
Warhammer Age of Sigmar: Core Rules | Rulebook | 4 | September 2024 |
Battle Profiles & Rules updates |
Battle Profiles & Rules updates | Rulebook | 4 | September 2024 |
The Core Rules explain the basic concepts of the game, including how your units move, shoot, charge and light. These rules are used in all games of Warhammer Age of Sigmar.
1.0 Core Concepts
Battles in Warhammer Age of Sigmar are fought on a surface that is referred to as the
battlefield. Each battle uses a scenario called a
battleplan, which will explain how to set up the battlefield and how to determine the winner.
Each player is the
commander of an
army. Each army belongs to a
faction and is made up of groups of
models called
units. Models and units in your army are referred to as
friendly models and units, and models and units in your opponent’s army are referred to as
enemy models and units.
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| The Most Important RuleWhile you’re playing Warhammer Age of Sigmar, you might encounter a rules situation that you aren’t sure how to resolve. If you’re new to the game, we recommend discussing with your opponent and agreeing on a fair and reasonable solution so you can get on with the game as quickly as possible. Otherwise, the Special Rules section includes detailed instructions on how to resolve these situations. | |
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| Rules Summaries- This page have red boxes, such as this one.
- These give you short summaries of important rules.
- If you need to read a rule in full, refer to the main text.
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| Designer’s NotesThis page have grey boxes, like this one, that provide commentary on the rules or other supplementary information. These boxes provide additional insight or context, but do not contain any rules needed to play the game. | |
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2.0 Tools of War
To fight a battle, you will need:
- A tape measure
- Some dice
- A surface to play on (the battlefield)
- 2 armies of Citadel Miniatures
2.1 Measuring Distances
Distances in Warhammer Age of Sigmar are measured in
inches ("), between the closest points on the bases of the models you’re measuring to and from. You can measure distances whenever you wish. When measuring the distance between units, always measure the distance between the closest points on the bases of the closest models in each unit. If a model does not have a base, measure to and from the closest point on the model instead.
2.1.1 Within and Wholly Within
A
model is
within a certain distance of something (e.g. another unit, a territory or an objective) if any part of its base is within that distance. A
model is
wholly within a certain distance of something if every part of its base is within that distance.
A
unit is
within a certain distance of something if any part of the base of any model in the unit is within that distance. A
unit is
wholly within a certain distance of something if every part of the bases of all of the models in the unit is within that distance.
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.
3.0 Factions
Each army belongs to a
faction, e.g.
Stormcast Eternals or
Skaven. Each faction has a set of
faction rules, which include
battle traits,
battle formations,
enhancements and
lores. These can be found in various publications but most commonly in the faction’s
battletome.
4.0 Warscrolls
The rules for each unit are contained on a
warscroll:
1
The
MOVE characteristic determines how quickly the unit can move across the battlefield (
see 15.0).
2
The
HEALTH characteristic determines how many damage points can be allocated to a unit before a model in the unit is slain (
see 18.2).
3
The
CONTROL characteristic determines how well each model in the unit can contest objectives (
see 32.2).
4
The
SAVE characteristic determines how well armoured the unit is. This characteristic is the roll you need to equal or exceed to save a model from harm, so a lower value is better (
see 17.0).
5
The
UNIT TYPE.
6
The
KEYWORDS that the unit has (
see 5.1)
7
The
WEAPONS the unit is armed with. Weapons are either
melee weapons, used to make
combat attacks, or
ranged weapons, used to make
shooting attacks. Each weapon has its own characteristics (
see 16.0).
8
Any special
ABILITIES the unit can use (
see 5.0).
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
Timing2
Name and description3
Declare instructions4
Effect5
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 | |
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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.
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| 5.2 Using AbilitiesThe 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 active player (see 12.0), the players alternate using any abilities with an appropriate Reaction timing.
3. Resolve the Effect: Follow the instructions in the Effect part of the ability. | |
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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.
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.
Ben and Jes are fighting a battle, and Ben’s Rat Ogors have charged into Jes’s Liberators. It is Ben’s turn to pick a unit to fight. The following example shows how abilities are used, but don’t worry too much about the specific abilities, as they will be explained later in the rules. | | |
| 1 Ben uses the ‘Fight’ ability. Tie first step is to resolve any Declare instructions for the ability. In this case, Ben picks his unit of Rat Ogors to use the ability, then they make a pile-in move. Finally, Ben picks Jes’s Liberators unit as the target of all the Rat Ogors’ attacks. 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). KEYWORDS | CORE, ATTACK, FIGHT |
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| 2 After declaring the ability, Ben has the first opportunity to use any reactions. As ‘Fight’ has the ATTACK keyword, Ben is able to use the ‘All-out Attack’ ability to improve his Rat Ogors’ attacks. ALL-OUT ATTACK: The warriors fight with a 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.
After Ben uses ‘All-out Attack’, Jes uses the ‘All-out Defence’ ability to try to protect his Liberators against the upcoming onslaught. Ben then passes on using any further reactions, then Jes does the same. 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 in this phase.
‘All-out Attack’ and ‘All-out Defence’ are examples of Advanced Rules, which are used in certain battlepacks. | |
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| 3 Now that the Declare instructions have been resolved and both players have had a chance to use reactions, Ben can resolve the effect of the ability, resulting in 2 Liberators being slain (see 18.3). 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). KEYWORDS | CORE, ATTACK, FIGHT |
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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.
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| - 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.
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| 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. | |
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Even though only half of this Liberator can be seen, he counts as being visible. A model is visible no matter how much of the model is blocked from sight or how little of it is visible; if any part of the model can be seen, it is visible. An observing model’s visibility can be blocked by enemy models. The Rat Ogor in this shot is visible to the Liberator on the right but is not visible to the Liberator on the left because it is hidden by the Plague Furnace.The Liberator at the back of this unit can see through their fellows. Models don’t block the visibility of other models in their unit - it is assumed that they fight in such a way as to not obstruct one another’s attacks.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.
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| - 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.
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A model’s combat range extends 3" horizontally outwards from it in all directions and an infinite distance vertically. Note that this is measured from the edge of its base, not the centre.A unit’s combat range extends 3" horizontally and any distance vertically from all models in the unit. As you can see, this forms a sort of ‘cloud’.Even though both Rat Ogors are within the combat range of the Liberator, the Rat Ogor behind the wall is not visible to the Liberator and is therefore not in combat.A unit is in combat with a visible enemy unit if any of its models are within the combat range of that enemy unit. Even though 1 Rat Ogor is not within the Liberators’ combat range, its unit is still in combat. | | |
| Unless specified otherwise in the battlepack or battleplan:
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8.0 The Armies
Before starting a battle, both players will need an
army. Some
battlepacks use pre-made armies, while others include rules on how to fill your
army roster.
9.0 Battleplans
Before any battle, you’ll need to pick a
battleplan. A variety of battleplans are available in each
battlepack, and additional battleplans are available in other publications. Each battleplan is a scenario to play - it outlines
territories,
objectives and
victory conditions, in addition to any special rules that apply to that battle.
9.1 Battlefield Map
Each battleplan includes a
battlefield map that is divided into
quarters. The map will show the locations of any
objectives and the players’
territories. Each battlepack or battleplan will indicate the recommended battlefield size based on the size of game you are playing.
9.1.1 Setting Up Objectives and Terrain Features
Many battlefields have key locations called
objectives, and almost all battlefields have
terrain features such as buildings, ruins and woods. Unless otherwise specified, players should first set up objective markers at the locations indicated by a gold circles (
) on the deployment map, then set up terrain features in a mutually agreeable manner. Many battlepacks and battleplans include further instructions for setting up terrain.
9.1.2 Territories
Unless otherwise specified in the battlepack or battleplan, after terrain has been set up, the players should
roll off. The winner decides which territory belongs to which player. Their opponent decides which player begins deployment.
- 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 every part of the base of every model in the unit is within that territory.
- The area of the battlefield that is neither player’s territory is neutral territory.
10.0 The Deployment Phase
Once the battlefield is ready, the players must
deploy their armies. This is done in a special phase called the
deployment phase. The deployment phase happens once per battle, before the start of the first battle round (
see 12.0).
Step 1 - Deploy Faction Terrain Features
Some factions have faction terrain features, which have their own warscrolls and are set up using DEPLOY TERRAIN abilities. The player who begins deployment must use DEPLOY TERRAIN abilities first, followed by their opponent.
Step 2 - Deploy Armies
Unless otherwise specified in the battleplan, the players alternate using DEPLOY abilities to deploy their units, starting with the player who begins deployment. Once one player has no more DEPLOY abilities to use, their opponent must continue to use DEPLOY abilities until they also have no more to use.
Step 3 - Use Deployment Phase Abilities
After both players have finished deploying their units, the player who begins deployment can use any
Deployment Phase
abilities that are
not DEPLOY or
DEPLOY TERRAIN abilities, in the order of their choosing, then their opponent can do the same.
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| - Player who begins deployment can use any DEPLOY TERRAIN abilities, followed by their opponent.
- Players alternate using DEPLOY abilities.
- Player who begins deployment must use any other Deployment Phase abilities, then their opponent can do so.
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10.1 Universal Deployment Phase Abilities
DEPLOY UNIT: Additional forces take to the field.
Declare: Pick a
unit from your
army roster that has not been
deployed to be the target.
Effect: Set up the target unit wholly within friendly territory and more than 9" from enemy territory. After you have done so, it has been
deployed.
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.
Declare: Pick a friendly
faction terrain feature that has not been
deployed to be the target.
Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all
objectives and other terrain features. After you have done so, it has been
deployed.
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| DEPLOY REGIMENT: A mighty hero leads their retinue into battle.
Declare: Pick a regiment from your army roster to be the target. No units in that regiment can have already been deployed. Effect: Keep using DEPLOY abilities without alternating until all units in that regiment have been deployed. You cannot pick units that are not in that regiment as the target of any of those DEPLOY abilities.
A regiment is a collection of units. It is one of the main building blocks of an army (see ‘Army Composition’ in the Advanced Rules).
Some factions have special DEPLOY abilities, such as the ‘Scions of the Storm’ ability of the Stormcast Eternals. | |
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| - The battle lasts a fixed number of battle rounds.
- Each battle round contains 2 turns.
- The player whose turn is taking place is the active player.
- Each turn contains 7 phases.
- In each phase, the active player uses abilities first, then their opponent does the same.
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11.0 Battle Sequence
Each battle lasts a number of
battle rounds, specified in the battleplan. During each battle round, each player will take a
turn. Each turn is broken down into multiple
phases (
see 13.0).
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.
13.0 Turn Phases
Each player’s turn is broken down into 7 phases, as shown below. In each phase, the active player can use any
abilities with the
‘Your (...) Phase’ or
‘Any (...) Phase’ timing in the order of their choosing. For example, in the
Movement Phase, the active player could use abilities with the
Your Movement Phase
or
Any Movement Phase
timing.
Once the active player has finished using abilities, their opponent can then use any abilities with an
‘Enemy (...) Phase’ or
‘Any (...) Phase’ timing, in the order of their choosing.
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.
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| - 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.
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14.0 Universal Core Abilities
The following
CORE abilities can be used by any unit. Remember that each unit can use a maximum of 1
CORE ability per phase (
see 5.3).
14.1 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.
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.
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.
KEYWORDS | CORE, MOVE, RETREAT |
14.2 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).
KEYWORDS | CORE, ATTACK, SHOOT |
14.3 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.
KEYWORDS | CORE, MOVE, CHARGE |
14.4 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).
KEYWORDS | CORE, ATTACK, FIGHT |
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.
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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.
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| - 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.
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15.2 Moving Across Terrain
When a model moves, it can move over
terrain features but not through them. A model can be moved over terrain features that are
1" or less in height as if they were not there. A model can be moved vertically in order to
climb up or down any terrain features that are taller than 1", counting the vertical distance as part of its move. Models cannot end a move mid-climb.
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| - Models can move freely over terrain features 1" or less in height.
- Models can climb up and down terrain features, and they can jump down from a higher ledge.
- Models cannot end a move mid-climb or mid-jump.
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15.2.1 Jumping Down
When a model that is on a terrain feature moves, it can
jump down from the edge of the terrain feature to land on a lower part of the same or a different terrain feature or to land on the battlefield. To do so, you must trace the path of the model’s move to the edge of the terrain feature. Then, that model can jump down any distance, but doing so immediately ends their move. Models cannot end any kind of move mid-jump - if it is not possible to end the move as a result, that move cannot be made.
As a model moves across terrain, its base is assumed to stay in contact with the terrain feature and parallel to the battlefield. Models can climb up or down terrain. They can jump down too, but this ends their move.
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.
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| - 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.
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15.4 Flying
Units with the
FLY keyword have the following passive ability:
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.
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| 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! | |
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| - Pick targets for all attacks when declaring an ATTACK ability.
- If a unit is in combat, it can only attack units it is in combat with and that are visible to it.
- If making a combat attack, the target must be within the attacking model’s combat range.
- If making a shooting attack, the target must be visible and within the weapon’s Range.
- A unit cannot make shooting attacks if it is in combat, unless otherwise specified.
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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).
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.
- 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.
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| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | |
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- 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.
- 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.
- 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.
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| 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).
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.
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).
17.3 Fast Dice Rolling
In order to speed up play, it is often possible to make several attacks at once. If you choose to do so, all of the attacks must have the same
Hit,
Wound,
Rend and
Damage characteristics, the same
weapon abilities (if any -
see 20.0), and they must target the same enemy unit. If this is the case, make all of the
hit rolls at the same time, then all of the
wound rolls and finally all of the
save rolls. Then, add up all the damage points inflicted on the target unit and move on to the damage sequence (
see 18.0).
If the attack sequence ends for an attack made while fast dice rolling, it doesn’t stop the attack sequence for all the attacks, just that specific attack.
18.0 The Damage Sequence
After resolving the effect of any ability that inflicts damage points on a unit, follow the steps below. If the ability inflicted damage points on more than one unit, follow the steps below for each of those units, one at a time. Each commander allocates damage points to their own units, in the order of their choosing, starting with the active player.
- Resolve ward saves for all damage points in the target unit’s damage pool, if applicable (see 17.0).
- Allocate the damage points in the unit’s damage pool and remove slain models (see 18.3).
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.
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.
Effect: In step 1 of the damage sequence (
see 18.0), make a
ward roll of D6 for each
damage point in this unit’s
damage pool. If the roll equals or exceeds this unit’s
ward value, remove that damage point from the damage pool.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks,
mortal damage or both), you must
allocate the damage points.
When
allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the
Health characteristic of that unit, 1 model in that unit is
slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.
If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is
damaged.
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.
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.
Attacking Diagram
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| - Attacker makes a hit roll of D6. If the roll equals or beats the weapon’s Hit characteristic, it is a successful hit.
- Attacker makes a wound roll of D6. If the roll equals or beats the weapon’s Wound characteristic, it is a successful wound.
- Defender makes a save roll of D6. Subtract the attacking weapon’s Rend characteristic from the roll. If the result is less than the defending unit’s Save characteristic, it is a successful attack.
- Inflict an amount of damage on the target equal to the attacking weapon’s Damage characteristic.
- Resolve ward saves.
- Allocate damage points.
- Unmodified hit rolls, wound rolls and save rolls of 1 always fail.
| |
| | |
Erik’s Stormcast Eternals are facing off against Emma’s Skaven in a close game of Spearhead. Erik’s Liberators have charged (see 14.3), and in the declare step of the ‘Fight’ ability, they have piled in towards Emma’s Clawlord (see 15.3) and targeted that unit with all of their attacks (see 16.0). In this example we’ll be using fast dice rolling to speed up play. | | |
| 1 Erik’s 4 Liberators armed with Warhammers attack first. They can each make 2 attacks (as a Warhammer has an Attacks characteristic of 2), and Erik needs to make hit rolls equal to or higher than their Hit characteristic of 3+. The Liberators score 5 successful hits out of 8 attacks. Erik’s hit rolls
| MELEE WEAPONS | Attacks | Hit | Wound | Rend | Damage | Ability | | Warhammer | 2 | 3+ | 3+ | 1 | 1 | Crit (Mortal) |
|
| Atk | Hit | Wnd | Rnd | Dmg | Ability | Warhammer | | 2 | 3+ | 3+ | 1 | 1 | Crit (Mortal) |
|
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| 2 Erik then makes a wound roll for each of the 5 hits. The Warhammers have a Wound characteristic of 3+. The Liberators successfully wound with 3 of their attacks. Erik’s wound rolls | |
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| 3 Emma makes a save roll for each of the 3 successful wounds. Her Clawlord has a Save characteristic of 4+, but the Warhammers have a Rend characteristic of 1, so Emma must subtract 1 from each roll, meaning she now needs to roll a 5 or more. The Clawlord successfully saves 1 of the 3 attacks, resulting in 2 damage points being added to his damage pool (1 for each Warhammer, as they have a Damage characteristic of 1). Emma’s save rolls | |
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| 4 Erik repeats this process with the remaining Liberator in the unit, who wields a mighty Grandhammer. He scores 2 hits, one of which is a critical hit of 6. This result triggers the Grandhammer’s Crit (Mortal) weapon ability, which inflicts 2 mortal damage ( see 17.2), directly adding 2 damage points to the damage pool. | | | Erik’s hit rolls | | Erik’s wound roll |
|
Erik then makes a wound roll for the other hit, which successfully wounds.
| MELEE WEAPONS | Attacks | Hit | Wound | Rend | Damage | Ability | | Grandhammer | 2 | 3+ | 2+ | 1 | 2 | Crit (Mortal) |
|
| Atk | Hit | Wnd | Rnd | Dmg | Ability | Grandhammer | | 2 | 3+ | 2+ | 1 | 2 | Crit (Mortal) |
|
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| 5 Emma makes a save roll for the successful wound, and again must subtract 1 from the roll due to the Grandhammer’s Rend characteristic of 1. Unfortunately, her save roll is unsuccessful, resulting in another 2 damage points being added to the damage pool, as the Grandhammer has a Damage characteristic of 2. The Liberators’ attacks are resolved, so Emma must move on to the damage sequence. Emma’s save roll | |
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| 6 The Clawlord is in grave peril, with 6 damage points in the damage pool (and only 7 Health!). Fortunately, he has WARD (6+), which gives him one last chance to avoid the damage. Emma makes a ward roll for each of the 6 damage points in the damage pool, and 2 of those rolls are sixes, meaning 2 damage points are removed from the damage pool. The remaining 4 damage points are allocated to the Clawlord. Emma places a dice next to the Clawlord to keep track of the number of damage points that are currently allocated to that unit. The Clawlord is now damaged - luckily for Emma, this allows her Clawlord to use his ‘Cornered Rat’ ability to exact revenge on the dastardly Liberators... Emma’s ward rolls | |
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19.0 Strike-first and Strike-last
If there are any
STRIKE-FIRST units
in combat at the start of the phase, 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.
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| 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. | |
| | |
20.0 Weapon Abilities
Some weapons have one or more of the
passive weapon abilities below. If a weapon has multiple weapon abilities that apply on a
critical hit, before the
attack sequence starts, the commander of the attacking model must pick 1 of those abilities to use.
UNIVERSAL WEAPON ABILITIES | Anti-X (+1 Rend): Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn. | Charge (+1 Damage): Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn. | Companion: Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’). | 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. | Shoot in Combat: This weapon can be used to make shooting attacks even if the attacking unit is in combat. |
|
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| The Companion weapon ability restricts things like mounts from benefiting from most effects that augment a unit’s capabilities. | |
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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).
22.0 Returning and Adding Models
Some abilities allow you to
return slain models to a unit or
add new models to a unit. In either case, set up those models, one at a time, in coherency (
see 15.1) with the model(s) in that unit that were not returned or added this turn. The new models can only be set up in combat with an enemy unit if their unit is already in combat with that enemy unit.
| | |
| - Returned models must be set up in coherency with the models in their unit that were not returned as part of that ability.
- Returned models can only be set up in combat with an enemy unit if their unit is already in combat with it.
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| | |
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.
24.0 Setting Up Units
Some abilities allow you to set up a unit on the battlefield. When doing so, you must set up all models in that unit. If this is impossible, you cannot use that ability. 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.
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.
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.
| | |
| 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. | |
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25.0 Guarded Heroes
All
HEROES that are not
MONSTERS or
WAR MACHINES have the ‘Guarded Hero’ passive ability:
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.
Effect: If this
HERO 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 units more than 12" from them.
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| 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! | |
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26.0 Random Characteristics
Some warscrolls show a
random characteristic roll instead of a fixed value. When this is the case, the value of the characteristic is generated by the commander of the unit in question each time an ability requires that characteristic.
In the case of random weapon characteristics, generate a
random Attacks characteristic for each model in the attacking unit each time you declare an
ATTACK ability, and generate a
random Damage characteristic each time you inflict damage with that weapon (roll once for each attack).
| | |
| - When using a random characteristic, generate it each time it is needed for an ability.
- When using random Damage, generate it for each attack made.
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27.0 Modifier Order
The effects of some abilities modify a characteristic or roll. Unless stated otherwise, a characteristic or roll cannot be modified to less than 1. ’Ilie exception to this is Rend, which can be modified to a minimum of 0 (‘-’).
If a characteristic uses a
random characteristic roll (see above), apply characteristic modifiers after that characteristic has been generated.
If a characteristic or roll is halved or would be modified to a value that is not a whole number,
round it down to the nearest whole number.
Apply characteristic modifiers in the following order:
1. Modifiers that
set a characteristic to a fixed value.
2. Modifiers that
multiply or
divide a characteristic.
3. Modifiers that
add to or
subtract from a characteristic.
If there are multiple modifiers of the same type (e.g. that set a characteristic), apply them in the Order of Effects (
see 30.0).
28.0 Advanced Ability Rules
- Unless stated otherwise, units using or picked as part of an ability must be on the battlefield.
- If an effect states that a unit can do something, its commander can choose whether to resolve that part of the effect or not.
- If an effect states that a unit must do something, its commander has no choice and must resolve that part of the effect. If this is impossible, no part of the effect is applied but the ability is still considered to have been used.
- When ‘this unit’ appears in ability text (most often on warscrolls), it means the unit that is using the ability.
- If an ability affects more than one unit, the player who used the ability can choose the order in which units are affected by it.
- When resolving an effect, if you need to roll a dice for multiple affected units, roll and resolve the effect for one unit before moving on to the next.
- If an ability instructs you to pick more than 1 unit, each unit you pick must be a different unit unless stated otherwise.
28.1 Persisting Effects
Some abilities have effects that aren’t immediately resolved (e.g. ‘add 1 to
save rolls for this unit for the rest of the turn’ or ‘this unit has
WARD (5+) for the rest of the turn’). These effects count as the effects of passive abilities (
see 5.4) for their duration.
28.2 ‘Once per’ Timings
The timing part of some abilities says
Once Per Phase,
Once Per Turn or
Once Per Battle. If the ability is used by a unit, it can be used a maximum of one time in that phase, turn or battle by each unit that can use the ability. If the ability is used by a player, it can be used a maximum of one time in that timing window by that player.
Some abilities that are used by units say
Once Per Phase (Army),
Once Per Turn (Army) or
Once Per Battle (Army). These abilities can be used a maximum of one time in that phase, turn or battle regardless of the number of units in the army that can use the ability.
| | |
| Who is Using the Ability?Most abilities are found on warscrolls, but many appear elsewhere - the best examples being the Universal Core Abilities (see 14.0).
While abilities on warscrolls are always used by the unit whose warscroll it is, some abilities that do not appear on warscrolls will tell you explicitly to pick a unit to use the ability. In both cases, it should be clear which unit is using the ability.
Some abilities that do not appear on warscrolls, most commonly enhancements (see Army Composition, 4.1), are given to certain units in your army. In such cases, the unit to which the enhancement was given is the one using the ability.
Abilities that neither appear on a warscroll nor tell you to pick a unit to use the ability are used by you, the player.
Finally, for the purposes of the rules in this section, when a rule refers to a player using an ability, this includes abilities used by units in that player’s army. | |
| | |
29.0 Contradictory Rules
If two or more rules contradict, if one of those rules states that something
cannot do something, this takes precedence over rules that state it
can or
must do that thing, unless the second rule specifically overrides the restriction of the first. For example, while the ‘
Normal Move’ ability states you cannot move into combat during that move, the ‘
Fly’ ability specifies to ignore the
combat ranges of enemy models during a move.
Excepting the above, the effect of the most recently used ability takes precedence.
30.0 Order of Effects
The effects of
passive abilities are considered to be applied more recently than the effects of other abilities and rules.
The effects of the active player’s passive abilities are considered to be applied more recently than the effects of their opponent’s passive abilities, whose passive abilities are considered to be applied more recently than the effects of neutral passive abilities (e.g. passive abilities on a terrain feature that is in neither player’s army). The active player chooses the order in which neutral passive effects are applied.
Some abilities have a delayed effect (e.g. ‘each time a friendly unit uses a
FIGHT ability, after that ability has been resolved,
Heal (D3) that unit’). If more than one of these effects would be resolved at the same time, the active player resolves the delayed effects of their abilities first, in an order of their choosing, then their opponent does the same.
| | |
| - An objective marker is a 40mm round marker.
- A model contests an objective if the objective marker is within its combat range.
- A player gains control of an objective if the sum of the Control characteristics of friendly models contesting that objective is higher than that of enemy models.
- Check if you gain control of objectives at the start of the first battle round and at the end of each turn.
- An objective remains in your control until your opponent gains control of it.
- Terrain features are controlled in the same way as objective markers but do not remain in your control if no friendly models are contesting them.
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31.0 End of Turn Overview
At the end of each turn, follow these steps:
1. The active player can use any abilities with the
End of Your Turn
or
End of Any Turn
timing, in the order of their choosing, then their opponent can use any abilities with the
End of Enemy Turn
or
End of Any Turn
timing, in the order of their choosing.
2. Determine which player
controls each objective (if any).
3. The active player scores
victory points as described in the
battleplan.
32.0 Objectives
Many
battleplans award victory points for controlling
objectives, which are represented by
objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block
visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s
combat range, that model is
contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.
Each unit can only count as contesting a single objective for the purposes of determining objective control (
see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.
Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
32.2 Objective Control
At the
start of the first battle round and at the
end of each turn, follow this sequence for
each objective in an order chosen by the active player:
- 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.
- Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
- 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.
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| 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. | |
| | |
32.3 Terrain Control
Some battleplans require you to gain control of a terrain feature. Terrain features are controlled in the same way as
objectives, but terrain features
do not remain in your control if your units are no longer
contesting them. Each unit can contest 1 objective and 1 terrain feature at the same time.
33.0 End of Battle Round
At the end of each battle round, the active player can use any
End of Battle Round
abilities, then their opponent can do the same. Each battleplan will specify the number of battle rounds that should be fought. If you have completed the number of battle rounds specified in your battleplan, the battle has ended, and you should follow the rules included in that battleplan to determine the winner.
Each Advanced Rules section is designed to be modular, allowing each
battlepack to specify which Advanced Rules to use with that battlepack. This book contains the following
Advanced Rules sections:
COMMANDS
These rules explain how you can earn
command points to use powerful
commands that allow you to react to abilities and interact in your opponent’s turn. If you are not using the
Commands rules, ignore any abilities that have the command point symbol in the corner.
TERRAIN
These rules go into more detail about how your models interact with
terrain features, such as how they can take cover or even draw power from arcane nexuses.
MAGIC
If you’d like to wield unlimited mystical power by including
WIZARDS,
PRIESTS and
manifestations in your battles, see
Magic.
ARMY COMPOSITION
If you’re ready to build your own
army roster and customise your army with
regiments,
battle formations and
enhancements, see
Army Composition.
COMMAND MODELS
Here you will find rules for special models called
champions,
standard bearers and
musicians, which are found in many Warhammer Age of Sigmar units.
BATTLE TACTICS
Add an additional tactical challenge to your games by including secondary objectives called
Battle Tactics.
| | |
| BUILD YOUR OWN BATTLEPACK There are many, many ways to play Warhammer Age of Sigmar, from Path to Glory battlepacks, which focus on narrative-driven battles linked in an ongoing campaign, to Spearhead and Matched Play battlepacks, in which the emphasis is on balance and competitive play.
In addition to using official battlepacks, we’d encourage you to use the rules in this section as a toolbox, mixing and matching the elements within to build your own battleplan or battlepack to play with your friends.
Are you excited to field your entire collection against your friends or to see which monster reigns supreme? Maybe you want to design your own battleplans and special rules, or perhaps you want to keep things simple in order to teach a younger sibling how to play. These rules provide an open framework that makes each of these things possible.
Here are some ideas to get you started:
- Instead of using the Advanced Rules for Army Composition, make an army based on your favourite Black Library story or based on a made-up scenario that sounds exciting to you. For instance, how would 5 different Stormcast Eternals heroes fare against a pair of massive Chaos monsters?
- Design your own battleplan by dividing portions of the battlefield into a territory for each player, placing objectives and thinking up a fun twist for the battle. Have fun and experiment with different ideas - why not try alternating placing objectives instead of having fixed locations, or try having two smaller battlefields connected by realmgates?
- Learn the Advanced Rules by introducing each module into your battles one at a time - for instance, start by experimenting with Commands, then try adding Magic into your battles, and finally put them all together to outwit your opponent and score Battle Tactics.
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| | |
| - Any ability with a command point cost () is a command.
- Each player gains 4 command points at the start of each battle round.
- The underdog gains 1 extra command point.
- Each unit can only use 1 command in each phase.
- Each command can only be used 1 time by each army in each phase.
- You must pay the command point cost to use a command.
| |
| | |
1.0 Commands Overview
Some abilities, called
commands, require that you spend one or more
command points (
) to use that ability. Any ability that has a
command point cost (indicated in the top right corner of the ability) is a command.
1.1 Earning Command Points
At the start of each battle round, after determining the
underdog, each player gains
4 command points. If there is an
underdog, they gain 1 extra command point. At the end of the battle round, the players’ command points are reset to 0 (any that have not been used are lost).
1.2 Using Commands
Commands are used in a similar manner to any other ability. However, each unit can only use 1 command in each phase, each command can only be used 1 time by each army in each phase, and you must spend a number of
command points equal to the command point cost to use a command.
2.0 Hero Phase Commands
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.
MAGICAL INTERVENTION: A warrior learned in the mystic arts utters a rapid incantation to disrupt the enemy’s plans.
Declare: Pick a friendly
WIZARD or PRIEST to use this ability.
Effect: That friendly unit can use a
SPELL or
PRAYER ability (as appropriate) as if it were your hero phase. If you do so, subtract 1 from
casting rolls or
chanting rolls made as part of that ability.
3.0 Movement Phase Commands
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.
Declare: Pick a friendly unit that is
not in combat to use this ability.
Effect: Each model in that unit can move up to D6". That move
cannot pass through or end within the
combat range of an enemy unit.
AT THE DOUBLE: At a command from their general, the warriors sprint to a key position on the battlefield.
Used By: The unit using that
RUN ability.
Effect: Do not make a
run roll as part of that
RUN ability. Instead, add 6" to that unit’s
Move characteristic to determine the distance each model in that unit can move as part of that
RUN ability.
4.0 Shooting Phase Commands
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.
Declare: Pick a friendly unit 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.
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’.
5.0 Charge Phase Commands
COUNTER-CHARGE: Seeing the need for decisive action, the warriors charge forth to stall the enemy’s advance or enact a bold interception.
Declare: Pick a friendly unit that is
not in combat to use this ability.
Effect: That unit can use a
CHARGE ability as if it were your charge phase.
FORWARD TO VICTORY: With their charge faltering, a rousing command gives the unit renewed energy to reach their foes.
Used By: The unit using that
CHARGE ability.
Effect: You can re-roll the
charge roll.
6.0 Attacking (Shooting and Combat) Commands
ALL-OUT ATTACK: The warriors fight with a 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.
7.0 Defensive Commands
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 in this phase.
8.0 End of Turn Commands
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.
Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit
in combat with it to be the target. The target must have a lower
Health characteristic than the unit using this ability.
Effect: Inflict
D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its
Move characteristic. It can pass through and end that move within the
combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
1.0 Terrain Overview
Terrain features add interest and tactical challenges to the battlefield. The
battleplan or
battlepack you are using will explain how to
set up terrain.
| | |
| The Citadel Terrain List includes a list of Warhammer Age of Sigmar terrain features and tells you which terrain abilities each of them has. | |
| | |
1.1 Wholly on Terrain and Behind Terrain
A model is
wholly on a terrain feature if its base is on that terrain feature and no part of its base extends past the edge of that terrain feature. A unit is wholly on a terrain feature if every model in that unit is wholly on that terrain feature.
When a unit is targeted by an attack, 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 unit’s
combat range for the purposes of determining if the target is behind that terrain feature.
1.2 Universal Terrain Abilities
Each terrain feature has one or more of the following
passive abilities:
Cover: Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword. | Impassable: Models cannot move across, be set up on or end moves on any part of this terrain feature. | Obscuring: A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword. | Place of Power: HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability. | Unstable: Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall. |
|
ACTIVATE PLACE OF POWER: The hero draws on the power of a nearby mythical landmark.
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+:
- If that HERO is a WIZARD or PRIEST, add 1 to casting rolls or chanting rolls for that HERO this turn.
- If that HERO is not a WIZARD or PRIEST, they can use the ‘Unbind’ or ‘Banish Manifestation’ ability this turn as if they had WIZARD (1).
1.3 Terrain Sizes
- Terrain that fits into an area no larger than 7" x 7" is small.
- Terrain that is not small and fits into an area no larger than 7" x 12" is medium.
- Terrain that is too big to fit into an area 7" x 12" is large.
1.4 Terrain Types
Each
terrain feature in Warhammer Age of Sigmar is one of the following types:
- Obstacle
- Obscuring Terrain
- Area Terrain
- Place of Power
- Faction Terrain
Before the battle begins, players must agree on which type applies to each terrain feature.
1.4.1 Obstacles
Examples: Ruins, debris, statues, barricades
Terrain Abilities: Cover,
Unstable
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover,
Obscuring,
Unstable
1.4.3 Area Terrain
Examples: Hills, Stormvault
Terrain Abilities: Cover
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover,
Place of Power,
Unstable1.5 Faction Terrain
Some
factions have special terrain features called
faction terrain features. Faction terrain features have their own
warscrolls. They are not considered to be units, with the following exceptions:
- In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
- 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.
- 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).
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.
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| 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. | |
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1.6 Charging Units on Terrain
In some cases, it is not possible to reach an enemy unit using a
CHARGE ability when they are
wholly on a terrain feature (e.g. a unit on top of a tower) because the charging unit is unable to end their move mid-way up the terrain feature and there is not enough room for the models to be placed at the top. In these cases, the charging unit can end their charge within 1/2"
of that terrain feature instead if this would result in the charging unit ending their move
in combat with any enemy units wholly on a terrain feature.
1.7 Scenery Pieces
Some terrain features, such as wyldwoods or collections of smaller timeworn ruins, are made up of multiple
scenery pieces. Each scenery piece that makes up a part of the same terrain feature must be set up so that all of the scenery pieces fit into the area that corresponds to the terrain feature’s size (
see 1.3). The full collection of scenery pieces is considered to be a single terrain feature.
| | |
| This battlefield uses Citadel terrain, so the players were able to simply look up the terrain type of each terrain feature in the Citadel Terrain List.
1 Ruined Domicile (Obstacle)
2 Domicile Shell (Obstacle)
3 Guardian Idol (Obstacle)
4 Cleansing Aqualith (Place of Power)
5 Nexus Syphon (Place of Power)
6 Wyldwood (Obscuring Terrain) | |
| | |
| | |
| The second battlefield uses scratch-built terrain. Before setting up the terrain, both players discussed and agreed on the terrain type of each terrain feature they were using, as shown below.
1 Place of Power
2 Area Terrain
3 Obstacle
4 Obscuring Terrain | |
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This list shows you which terrain types apply to which sets of Citadel Terrain and the number of scenery pieces (Terrain, 1.7) that make up each terrain feature. New terrain will be added to this list as it is released. Note that not all of this terrain is currently available, but it is included here for players who have those terrain features in their collections. If a terrain feature lists multiple options for its number of scenery pieces and size, pick which apply to it before setting it up.Terrain Feature | Terrain Type | Scenery Pieces per Terrain Feature | Size | Arcane Ruins | Obstacle | 1-3 | Small-Large | Awakened Wyldwood | Faction Terrain | 1-3 | Small-Large | Azyrite Ruined Chapel | Obstacle | 1-2 | Small-Large | Azyrite Ruins | Obstacle | 2 | Small-Large | Azyrite Shattered Plaza | Obstacle | 1-2 | Small-Large | Bad Moon Loonshrine | Faction Terrain | 1 | Medium | Baleful Realmgate | Place of Power | 1 | Small | Barbed Venomgorse | Obstacle | 1-3 | Small-Large | Bone-tithe Nexus | Faction Terrain | 1 | Large | Chaos Dreadhold Crucible | Area Terrain | 1 | Large | Chaos Dreadhold Helfort | Area Terrain | 1 | Small | Chapel | Place of Power | 1 | Small | Charnel Throne | Faction Terrain | 1 | Small | Cleansing Aqualith | Place of Power | 1 | Medium | Corpsewrack Mausoleum | Obstacle | 1-3 | Small-Large | Deathknell Watch | Obscuring Terrain | 1 | Medium | Domicile Shell | Obstacle | 1 | Small | Dominion of Sigmar: Hallowed Stormthrone | Area Terrain | 1 | Large | Dominion of Sigmar: Shattered Temple | Area Terrain | 1 | Large | Dominion of Sigmar: Timeworn Ruins (ruins) | Obstacle | 1-3 | Small | Dominion of Sigmar: Timeworn Ruins (statue of Sigmar) | Obstacle | 1 | Small | Dragonfate Dais | Place of Power | 1 | Medium | Dreadfire Portal | Place of Power | 1 | Medium | Dreadstone Blight | Obscuring Terrain | 1 | Large | Enduring Stormvault | Area Terrain | 1 | Large | Eternity Stair | Place of Power | 1 | Small | Fane of Slaanesh | Faction Terrain | 1 | Small | Feculent Gnarlmaw | Faction Terrain | 1 | Small | Fortified Manor | Obstacle | 1 | Large | Garden of Morr | Obstacle | 1-3 | Small | Gloomtide Shipwreck | Faction Terrain | 1-2 | Small | Gnarlwood Watchcamp | Obstacle | 1-3 | Small | Gnawhole | Faction Terrain | 1 | Small | Great Mawpot | Faction Terrain | 1 | Medium | Guardian Idol | Obstacle | 1 | Small | Herdstone | Faction Terrain | 1 | Small | Magewrath Throne | Place of Power | 1 | Small | Magmic Battleforge | Faction Terrain | 1 | Small | Mawpit | Faction Terrain | 1 | Medium | Nexus Syphon | Place of Power | 1 | Small | Numinous Occulum | Place of Power | 1 | Medium | Ophidian Archway | Obstacle | 1 | Medium | Penumbral Engine | Place of Power | 1 | Small | Pit Dredger Camp | Obstacle | 1-3 | Small | Ravaged Shrine | Obstacle | 1-2 | Small | Realmscape: Megadroth Remains | Obstacle | 1-2 | Small | Realmshaper Engine | Faction Terrain | 1 | Small | Ruined Domicile | Obstacle | 1-2 | Medium-Large | Shardwrack Spine | Obstacle | 1-3 | Small-Large | Shrine Luminor | Faction Terrain | 1 | Small | Sigmarite Dais | Place of Power | 1 | Large | Sigmarite Mausoleum | Obstacle | 1-3 | Small-Large | Skull Altar | Faction Terrain | 1 | Small | Temple of Skulls | Area Terrain | 1 | Large | Varanite Syphon Camp | Obstacle | 1-3 | Small-Large | Walls and Fences | Obstacle | 1-3 | Small-Large | Warscryer Citadel | Place of Power | 1 | Large | Watchtower | Obscuring Terrain | 1 | Small | Witchfate Tor | Obscuring Terrain | 1 | Medium | Wyldwood | Obscuring Terrain | 1-3 | Small-Large |
|
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| - WIZARDS can cast spells; PRIESTS can chant prayers.
- Each WIZARD and PRIEST can use a number of spells or prayers per phase equal to their power level.
- Each WIZARD can use a number of UNBIND abilities per phase equal to their power level.
- Each spell or prayer can only be used once per turn.
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1.0 Wizards and Priests
WIZARDS are special units that can cast
spells, and
PRIESTS are special units that can chant
prayers. Spells and prayers are powerful
abilities that can have a dramatic impact on the battle.
1.1 Power Level
Each
WIZARD and
PRIEST has a
power level, shown 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.
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
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.
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 a
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
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.
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).
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.
5.0 Jealous Mages and Fickle Gods
No more than 1 friendly
WIZARD can cast the same spell per turn, unless that spell has the
UNLIMITED keyword. Likewise, no more than 1 friendly
PRIEST can chant the same prayer per turn, unless that prayer has the
UNLIMITED keyword. Keep in mind that each unit can still only use any given spell or prayer ability once per phase (see The Rules of One,
Core Rules, 5.3).
| | |
| But Khorne Hates Sorcery!Even though wizards and priests draw upon very different sources of power in the lore, the former harnessing the motes of magic that permeate the realms and the latter calling upon the divine might of the gods themselves, such nuances are lost on the average person in the realms! For rules purposes, the miraculous abilities of both wizards and priests are dealt with in the Magic module. | |
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6.0 Known Spells and Prayers
WIZARDS and
PRIESTS can only use spells or prayers that they
know. Each
WIZARD and
PRIEST knows any spells or prayers on its warscroll, plus
all of the spells and prayers in the
spell lores,
manifestation lores and
prayer lores you take for your army, as appropriate (see the
Army Composition module).
7.0 Manifestations
There are two types of
manifestation:
endless spells, which can be summoned by
WIZARDS, and
invocations, which can be summoned by
PRIESTS. Each manifestation has its own
warscroll, and the
spell or
prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly
WIZARD or
PRIEST can attempt to summon the same manifestation per turn, and a friendly
WIZARD or
PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. 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.
7.1 Severed Connection
If the
WIZARD or
PRIEST that summoned a manifestation is slain, that manifestation is removed from the battlefield.
7.2 Banishing Manifestations
All
WIZARDS and
PRIESTS can use the ‘Banish Manifestation’ ability:
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.
| | |
| - Pick a points limit: 1000 points or 2000 points. If other points limit, agree with opponent.
- Pick your faction.
- Pick your battle formation (if any).
- Form regiments. Each regiment has 1 HERO and 0-3 non-HERO units (0-4 if your general’s regiment).
- Add auxiliary units (if any). Auxiliary units are units that aren’t part of a regiment. If your opponent has more auxiliary units than you, you receive 1 extra command point each battle round.
- Add faction terrain features (if any).
- Pick enhancements (1 from each enhancement table).
- Pick up to 1 spell lore, 1 prayer lore and 1 manifestation lore.
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| | |
1.0 Getting Started
1.1 Army Roster
These rules will explain how to create an
army roster to prepare for a battle. You can find a blank army roster printable copy below:
1.2 Points Limit
Before you start filling your roster, you and your opponent must agree on a
points limit for the battle. You can agree on any points limit, but most players use a limit of 1000 points, 2000 points or somewhere in between. No more than half of your points can be spent on a single unit.
1.2.1 Underspending
In many cases, the total points cost of the units in your army will not add up to the exact points limit, but you might not have enough points left to add another unit. If the points cost of your army is
50 or more points lower than the points limit of the battle, you gain
1 extra command point at the start of the first battle round.
1.3 Battle Profiles
The information you’ll need when building your army roster is found in each unit’s
battle profile. The battle profile for a unit will be in the same publication as its warscroll (usually a
battletome).
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| 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. | |
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2.0 Factions
The first thing you need to do when building your army roster is to pick your
faction (e.g.
Stormcast Eternals or
Skaven).
Each faction has its own
warscrolls,
battle profiles and faction rules. These can be found in various publications but most commonly in the faction’s
battletome.
2.1 Battle Formations
Many factions contain one or more
battle formations. Each battle formation grants unique benefits to your army. The
faction rules for your faction will explain any battle formation options.
2.2 Armies of Renown
Some factions have access to rules for themed armies called
armies of renown. If you choose to use an army of renown, the rules for that army of renown replace the normal faction rules for that army.
3.0 Adding Units
3.1 Regiments
Armies are made up of one or more
regiments, each of which is led by a
HERO. You must have
at least 1 regiment in your army, and you can include a
maximum of 5 regiments. To add a regiment, pick
1 HERO from your faction, then pick up to
3 non-
HERO units to accompany them.
Each
HERO’s battle profile lists which units can be added to their regiment, and each non-
HERO unit’s battle profile lists any relevant
keywords it has. The
battle profiles of some
HEROES (such as named characters) may say that they can be added to the regiment of another
HERO.
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.
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.
3.4 Unique Units
You cannot include the same
UNIQUE unit more than once in your army.
UNIQUE units cannot be
reinforced.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1
Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your
general even if it is a
WARMASTER.
- You cannot include more than 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.
3.6 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.
3.7 Faction Terrain Features
If your faction has a
faction terrain feature, or a set of faction terrain features, you can pick 1 to include on your army roster. Faction terrain features do not cost any points.
4.0 Finishing Touches
4.1 Enhancements
Each set of faction rules include a number of
enhancements that can be given to units, e.g.
heroic traits,
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.
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.
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:
CHAMPION: A veteran fighter leads the charge.
Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.
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| If a unit had CHAMPION (1/10) on its keywords bar, then 1 model in that unit could be a champion for every 10 models in the unit. | |
| | |
2.0 Musicians
Units with the
MUSICIAN keyword have one or more
musician models. The number after the
MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the
MUSICIAN keyword have the following
passive ability:
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.
Effect: While this unit contains any musicians, if it uses the ‘
Rally’ command, you can make one additional
rally roll of D6.
3.0 Standard Bearers
Units with the
STANDARD BEARER keyword have one or more
standard bearer models. The number after the
STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the
STANDARD BEARER keyword have the following
passive ability:
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.
Effect: While this unit contains any standard bearers, add 1 to this unit’s
control score.
| | |
| Let your opponent know which models in a unit are champions, musicians and standard bearers if it’s not already clear from the miniatures. | |
| | |
| | |
| - Battle tactics are picked using the ‘Tactical Gambit’ ability at the start of your turn and are completed at the end of your turn.
- Each battle tactic is worth 4 victory points.
| |
| | |
1.0 Battle Tactics Overview
During a battle, each player can score extra
victory points by completing
battle tactics.
2.0 Picking Battle Tactics
Battle tactics are picked by using the ‘Tactical Gambit’ ability, below.
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.
2.1 Completing Battle Tactics
If, at the end of your turn, you have completed the battle tactic you chose to attempt this turn, you score
4 victory points.
3.0 Universal Battle Tactics
DO NOT WAVER: We must not falter on any front. Stand fast, and keep the enemy at bay. You complete this battle tactic at the end of your turn if 2 or more friendly units fought this turn and no friendly units were destroyed this turn. | SLAY THE ENTOURAGE: Leave the enemy’s commander exposed by targeting members of their personal guard. Pick a unit in the enemy general’s regiment. You complete this battle tactic if that unit is destroyed this turn. | ATTACK ON TWO FRONTS: Divide and conquer by approaching the foe from two directions. You complete this battle tactic at the end of your turn if you control 2 or more objectives that you did not control at the start of your turn and at least 1 of those objectives was controlled by your opponent at the start of your turn. | TAKE THEIR LAND: Secure a foothold within enemy territory. Pick a terrain feature wholly or partially within enemy territory and wholly outside friendly territory. You complete this battle tactic if you control that terrain feature at the end of your turn. | SEIZE THE CENTRE: Secure a strong central position from which your forces can dictate the flow of battle. You complete this battle tactic at the end of your turn if 2 or more friendly units are within 3" of the centre of the battlefield and are not in combat. | TAKE THE FLANKS: Surround the enemy, then close in for the kill. You complete this battle tactic at the end of your turn if you have al least 1 friendly unit within 6" of each short battlefield edge, none of those units are wholly within friendly territory, and none of those units were set up this turn. |
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While the Core Rules and the Advanced Rules explain how to build an army and how your warriors move and fight, battlepacks provide a framework for your battles. They cover things like how big the armies should be, where the armies deploy and what players need to do to win.Each battlepack is associated with one of the three different ways to play Warhammer Age of Sigmar:
Spearhead,
Path to Glory and
Matched Play.
Spearhead is the simplest way to play Warhammer Age of Sigmar, but it has amazing tactical depth and re-playability. The armies used in games of Spearhead are pre-made, and the battles are fought on fold-out, double-sided gameboards. You can walk straight into your nearest Warhammer store and grab a Spearhead army and gaming pack off the shelf.
Each Spearhead army has its own set of Spearhead rules that you can download from warhammer-community.com, including warscrolls designed specially for use with Spearhead battlepacks. If you wish to experiment with a wide variety of factions on the tabletop, Spearhead is the perfect choice. This gaming mode is also ideal for newcomers to Warhammer Age of Sigmar.
Path to Glory allows you to play through a series of linked battles called a campaign. You begin with a warlord and a small group of units, but, eventually, your army will grow in size and your units will unlock powerful new abilities via the Path system. Path to Glory is all about the story of your army - it’s less about winning or losing and more about the narrative that arises from your decisions in battle - and, of course, your dice rolls!
Many Path to Glory players like to keep a diary or some other record of how their army fares over the course of its campaign, which can be great ‘imagination fuel’ for writing a story of your own in which the heroes and units in your army are the protagonists. It’s not uncommon for two Path to Glory armies, or even specific warriors within those armies, to develop ongoing rivalries. Many characters in the universes of Warhammer have arisen from campaigns just like those in Path to Glory!
Although it’s entirely possible to play Path to Glory by yourself (you will still need an opponent for each battle, of course), this battlepack really shines as a campaign system involving several players with Path to Glory armies. That way, the story you create together and the influence your armies have on one another becomes all the more compelling. The beginner battlepack for Path to Glory is
Ascension.
Matched Play is a gaming mode designed for balance and equal victory conditions for both players. The starter battlepack for Matched Play is
First Blood. It makes use of the most common Advanced Rules, and it includes a set of three battleplans that use different numbers of objectives in symmetrical arrangements. Most Matched Play battlepacks use the Army Composition rules. For many players, experimenting with different army rosters, sometimes called ‘list-building’, is one of the most enjoyable aspects of the hobby. Your knowledge of not only the units available to your faction but also those from opposing factions will be pivotal in this selection process. These choices may be hard to make at first, but once you’ve got a few games under your belt, you’ll be crafting competitive rosters in no time!
Matched Play battlepacks are great for gaming clubs and events. It is the ideal format for ‘pick-up’ games between players who might not have met or played each other before. You can just select an army in advance according to the rules in the battlepack, turn up at the club or event, find an opponent who has done the same and then play, knowing that the game will be as fair as possible. The simplicity of the battlepack means that, with a group of experienced players, you can play several games over the course of a day.
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| Next Steps: The General’s HandbookIf Matched Play is your thing, or you simply want to expand your gaming toolbox with extra battleplans and special rules, then the General’s Handbook is essential. The General’s Handbook is an annual supplement - released each summer - that contains rules for the current Matched Play season. It acts as a baseline rules pack for competitive gaming events and is your gateway to the wider world of Matched Play.
Across the globe, Matched Play tournaments using the General’s Handbook take place virtually every weekend. Wherever you live, you’re likely to find a Matched Play tournament you can reach, and they’re well worth attending. Not only will you get to meet up with a warm and welcoming community of fellow hobbyists, you’ll get to play some great games and see some truly amazing armies. And, of course, there are usually prizes on offer in the form of certificates, trophies and, sometimes, exclusive gaming aids! | |
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