Rules
814 sections from 3 documents. Tap a heading to open it.
Core Rules
The Rules p3
This download explains how to play games of Warhammer Age of Sigmar with your collection of Citadel Miniatures. It is divided into 4 sections: THE RULES:
Digital Download p4
CORE RULES (pg 5-27) The Core Rules explain the basic concepts of the game, including how your units move, shoot, charge and fight. These rules are used in all games of Warhammer Age of Sigmar.
Advanced Rules (Pg 28-40) p4
The Advanced Rules explain how to use special unit types like Wizards and Priests, how to fill your army roster, how to score battle tactics, and more. This section also covers expanded rules for terrain. GLOSSARY (pg 59-64) The Glossary is an alphabetised list of important rules terms along with summarised definitions. It is a handy reference tool if you need a quick reminder of what a particular rule does.
Citadel Terrain List (Pg 65-66) p4
The Citadel Terrain List shows you which terrain types apply to which sets of Citadel Terrain as well as clarifying how many scenery pieces each terrain feature comprises. The rules are numbered to make it easy to look up a rule referenced elsewhere. For example, if a rule told you to see ‘Core Rules, 1.0’, you would look up the rule numbered 1.0 in the Core Rules, which happens to be ‘Core Concepts’. While some battlepacks focus on balance and competitive play, and others put the emphasis on the story, every Warhammer Age of Sigmar battle is an awe-inspiring spectacle with fully painted armies and terrain.
Battlepacks p5
While the rules explain how to play Warhammer Age of Sigmar, battlepacks provide a unique experience for each of your games. The battlepack you choose will tell you which Advanced Rules to use, and it may include additional special rules. In addition, each battlepack contains a collection of scenarios called battleplans that explain things like where the armies deploy and how to win the battle. We’d recommend reading through the Core Rules first to understand the mechanics of the game and then picking a battlepack to play.
Spearhead: Fire and Jade (Pg 43-58) p5
Spearhead is the simplest way to play Warhammer Age of Sigmar, yet it has amazing tactical depth and re-playability. The armies used in games of Spearhead are pre-made, so you can walk straight into your nearest Warhammer store and grab a Spearhead army off the shelf! The Spearhead battlepack Fire and Jade includes rules for you and your opponent to fight battles in the lush, overgrown jungles of Ghyran and on the fiery lava plains of Aqshy.
Matched Play: Border War (Pg 41-42) p5
Matched Play is a gaming mode designed for balance and equal victory conditions for both players. The Border War battlepack (a truncated version of the First Blood battlepack in the Core Book) introduces you to Matched Play, providing conditions that give no particular advantage to either side in order to see which player is the canniest commander.
1.0 Core Concepts p6
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 army . Each army belongs to a army 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 friendly models and units, and models and units in friendly your opponent’s army are referred to as enemy models and units. enemy models and units. enemy
2.0 Tools of War p6
To fight a battle, you will need: • A tape measure • A surface to play on (the battlefield) • Some dice • 2 armies of Citadel Miniatures
2.1 Measuring Distances p6
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 p6
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. model is wholly within a certain distance of something if every part of its base is within that distance. 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 p6
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. • Eff ects that allow you to modify a dice roll are called m o d i fi e r s • 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. • If you are instructed to roll off , each player should roll a dice. roll off , each player should roll a dice. roll off 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.
Important Rule p6
While 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.
Rules Updates p6
We are committed to supporting Warhammer Age of Sigmar rules via regular free updates based on community feedback. Please check warhammer- community.com to download the latest updates and FAQs. This book also includes the corrections from the offi cial errata for the rules at the time of going to print.
Rules Summaries p6
Many pages in the rules have red boxes in the sidebar, 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.
Designer’s Notes p6
Many pages have grey boxes in the sidebar, 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.
On Gnaw-Beast p7
Hero, Cavalry, Ward (/six.taboldstyle+) 9" 6" 4+ 6+ Clawlords are the tyrannical rulers of the Clans Verminus, the lives of thousands of minions theirs to expend at a moment’s notice. It takes both cunning and viciousness to hold their lofty position, and successful Clawlords must be willing to stoop to any foul end and fight like cornered animals in order to keep their star in the ascendant. Accumulating favours from members of the other Great Clans is a fine way to do this, and so the most powerful Clawlords will ride upon a Gnaw-beast bred by the Clans Moulder – a gangly, shrieking abomination whose hunger is even more voracious than that of its Skaven master. Grey Seers are marked out from their minions not only by their pale fur and curling horns but also by their ability to wield the withering magics of the Great Horned Rat. They serve as the executors of their terrible god’s will amongst the clans – though this does not prevent them from pursuing their own schemes as a matter of course. Able to handle warpstone with greater ease than fellow ratmen, a Grey Seer will use all manner of relics to try and glean an advantage, all while using their sorcery and innate cunning to undermine and drag down enemies and rivals alike.
Keywords p7
Your Hero Phase CORNERED RAT: A Clawlord in fear for their life fights with rabid ferocity. Effect: While this unit is damaged, add 3 to the Attacks characteristic of its Warpforged Halberd
Ranged Weapons p7
Range Attacks Hit Wound Rend Damage Ability Ratling Pistol 10" D6 3+ Crit (Auto-wound), Shoot in Combat
Melee Weapons p7
Attacks Hit Wound Rend Damage Ability Warpforged Halberd 3+ 4+ Gnaw-beast’s Chisel Fangs 4+ 3+ D3 Companion Passive
3.0 Factions p7
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 p7
The rules for each unit are contained on a warscroll Th e
Move p7
characteristic determines how quickly the unit can move across the battlefield (see 15.0). Th e
Health p7
characteristic determines how many damage points can be allocated to a unit before a model in the unit is slain (see 18.2). Th e
Control p7
characteristic determines how well each model in the unit can contest objectives (see 32.2). Th e
Save p7
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). Th e Unit Type Th e Keywords that the unit has (see 5.1) Th e
Weapons p7
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). Any special Abilities the unit can use (see 5.0). 1 5
Rules Summaries p7
Many pages in the rules have red boxes in the sidebar, 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.
5.0 Abilities p8
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities . This is an example of an ability: Timing Name and description Declare instructions Effect Keywords
5.1 Keywords p8
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. 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 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 Your Shooting Phase
5.2 Using Abilities p8
The timing of an ability tells you when it can be used. When using an ability, follow these steps: 1. Declare the Ability: Tell your opponent which ability is being used. If the ability has Declare instructions, resolve them at this step. 2. Use Reactions: Starting with the player using the ability, the players alternate using any abilities with an appropriate Reaction timing. Players can choose to pass instead of using a reaction, but once both players consecutively pass, no further reactions to that ability can be used. 3. Resolve the Effect: Follow the instructions in the Effect part of the ability.
5.3 The Rules of One p8
• 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 p8
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.
Abilities Example p9
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. Ben uses the ‘Fight’ ability. The 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. Now that the Declare instructions have been resolved and both players have had a chance to use reactions, Ben can resolve the e ff e c t 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. Eff ect: Resolve combat attacks against the target unit(s). Keywords Core, Attack, Fight 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 to be the target(s) of that unit’s attacks. Eff ect: Resolve combat attacks against the target unit(s). Keywords Core, Attack, Fight Any Combat Phase 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. 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 Attack’ and ‘All-out Defence’ are examples of Advanced Rules , which are used in certain battlepacks. ALL-OUT ATTACK: The warriors fight with a frenzied vigour. Used By: The unit using that Attack ability. Eff ect: Add 1 to hit rolls for attacks made as part of that Attack ability. This also aff ects weapons that have the Companion weapon ability. Reaction: You declared an Attack ability ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack. Used By: A unit targeted by that Attack ability. Eff ect: Add 1 to save rolls for that unit in this phase. Reaction: Opponent declared an Attack ability Pile in up to /three.taboldstyle" Keywords Your Shooting Phase
6.0 Visibility p10
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself. If 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. 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. An observing model’s visibility can be blocked by enemy models. The Plaguebearer in this shot is not visible to the Liberator because it is hidden by the Great Unclean One. 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. 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.
7.0 Combat Range p11
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat . A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it. A 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" 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. 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. /three.taboldstyle" 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.
8.0 The Armies p12
Before starting a battle, both players will need an army . Some battlepacks use army . Some battlepacks use army pre-made armies, while others include rules on how to fill your army roster.
9.0 Battleplans p12
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 p12
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 p12
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 circle ( woods. Unless otherwise specified, players should first set up objective ) 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 p12
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
Defender’s Territory p12
Unless specified otherwise in the battlepack or battleplan: Set up objectives. Set up terrain. Determine territories. Deploy armies. The player who lost the roll-off to choose territories decides who begins deployment.
10.0 The Deployment Phase p13
Once the battlefield is ready, the players must deploy their armies. This is deploy their armies. This is deploy 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 p13
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 p13
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 p13
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.
10.1 Universal Deployment Phase Abilities p13
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. Eff ect: 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 Keywords Deploy Terrain Deployment Phase 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 Eff ect: 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. Keywords Deploy Deployment Phase DEPLOY UNIT: Additional forces take to t h e fi e l d . Declare: Pick a unit from your army roster that has not been deployed to be the target. Eff ect: 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 Keywords Deploy Deployment Phase 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 ‘The Celestial Realm’ ability of the Stormcast Eternals. 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.
Defender’s Territory p13
Unless specified otherwise in the battlepack or battleplan: Set up objectives. Set up terrain. Determine territories. Deploy armies. The player who lost the roll-off to choose territories decides who begins deployment.
11.0 Battle Sequence p14
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 p14
At the start of each battle round, follow these steps:
1.0 1.0 p14
Determine the Active Player: If it is the fi r s t 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
2.0 2.0 p14
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 underdog for the battle round. If the players are tied (e.g. in the first underdog battle round), then there is no underdog, unless otherwise specified.
3.0 3.0 p14
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 p14
Each player’s turn is broken down into 7 phases , as shown on the left. In each phase, the active player can use any abilities with the ‘ Your (…) Phase or ‘ Any (…) Phase or ‘ Any (…) Phase or ‘ ’ 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 ’ or ‘ Any (…) Phase ’ or ‘ ’ timing, in the order of their choosing.
13.1 Fight Abilities p14
Abilities with the Fight keyword follow a diff erent sequence to other abilities. When the players are using Combat Phase abilities as described in 13.0, they cannot use Fight abilities. After the players have finished using Combat Phase abilities that are not Fight abilities, they must alternate picking 1 eligible unit to use a Fight ability, starting with the active player. Each unit in combat must use a Fight ability if it is able to. Once a player has no more units that are eligible to use a Fight ability, the other player continues to pick units that are eligible to use a Fight ability, one after another, until there are no more units that are eligible to use a Fight ability.
The Battle p14
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. 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. Active player’s Combat Phase abilities not Fight Opponent’s Combat Phase abilities not Fight Players alternate using Fight abilities, starting with the active player Start of Turn Hero Phase Movement Phase Shooting Phase Charge Phase Combat Phase End of Turn NORMAL MOVE: The warriors advance across t h e b a t t l e fi e l d . Declare: Pick a friendly unit that is not in combat to use this ability. Eff ect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move. Keywords Core, Move 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. Eff ect: 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 ½" of a visible enemy unit. If it does so, the unit using this ability has charged Keywords Core, Move, Charge 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). Eff ect: Resolve combat attacks against the target unit(s). Keywords Core, Attack, Fight RUN: The unit rushes into position. Declare: Pick a friendly unit that is not in combat to use this ability. Eff ect: 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. Keywords Core, Move, Run 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. Eff ect: I n fl i c t 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
14.0 Universal Core Abilities p15
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 p15
Your Movement Phase
14.2 Shooting Phase p15
SHOOT: The warriors take aim and unleash a deadly volley. Declare: Pick a friendly unit that has not used 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). Eff ect: Resolve shooting attacks against the target unit(s). Keywords Core, Attack, Shoot Your Shooting Phase Your Charge Phase Any Combat Phase
14.4 Combat Phase p15
Start of Battle Round Your Movement Phase Any Movement Phase Combat Phase 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. 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. Combat Phase Combat Phase Start of Turn Hero Phase Movement Phase Shooting Phase Charge Phase Combat Phase End of Turn
15.0 Movement p16
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). 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. After finishing a move, a unit must be in a single group. Coherency range is ½" horizontally. Each model must be within coherency range of a diff erent model from the same unit. While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
15.1 Coherency p16
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 diff erences in height between the two models). For the majority of units, coherency range is ½" , 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. 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. /six.taboldstyle" 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.
15.2 Moving Across Terrain p17
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. 15.2.1
Jumping Down p17
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 diff erent 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. FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops. Eff ect: 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. Passive 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. 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.
15.3 Pile-In Moves p17
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.
15.4 Flying p17
Units with the Fly keyword have the following passive ability: 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! 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. After finishing a move, a unit must be in a single group. Coherency range is ½" horizontally. Each model must be within coherency range of a diff erent model from the same unit. While a unit has 7+ models, each model must be in coherency with 2 other models in the unit. /six.taboldstyle"
16.0 Picking Targets p18
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 p18
Resolve steps 1-4 below for each attack made against a target unit, one attack at a time. If you picked more than one target unit for the Attack ability, resolve all the attacks made against one unit before moving on to the next, in an order of your choosing. Once you are familiar with the attack sequence, see ‘Fast Dice Rolling’ (see 17.3) if you want to speed up play.
1.0 1.0 p18
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 , that attack is a critical hit
2.0 2.0 p18
Wound Roll: Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds : move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
3.0 3.0 p18
Save Roll: The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack : move on to the next step.
4.0 4.0 p18
Determine Damage: The attack i n fl i c t s 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. 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).
Attacking p18
Critical hits have no eff ect on their own but often trigger additional eff ects (see 20.0 Weapon Abilities). 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. 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.
17.1 Attack Modifiers and Caps p19
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 p19
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 p19
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. The bold advance of the Stormcast Eternals enrages a pack of Rat Ogors, triggering a mad charge. These hulking Skaven aim to tear apart their foes with brute strength and ferocity before a counter-attack can be launched. 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.
18.0 The Damage Sequence p20
After resolving the eff ect 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.
1.0 1.0 p20
Resolve ward saves for all damage points in the target unit’s damage pool, if applicable (see 17.0).
2.0 2.0 p20
Allocate the damage points in the unit’s damage pool and remove slain models (see 18.3).
18.1 Ward Saves p20
Units with the Wa r d keyword have the ‘Ward Save’ passive ability. The number after the Wa r d keyword indicates the ward value for the ward save. If a unit had Wa r d (/five.taboldstyle+) , 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 eff ect.
18.2 Allocating Damage p20
After resolving the eff ect 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 allocating damage points to a unit, the damage points in its allocating 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 leftin 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 p20
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 p20
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no eff ect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play. WA R D SAV E: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks. Eff ect: 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. Passive
Attack p21
Hit roll success? No Yes Successful Hit Attack Fails Wound roll success? Yes
Pool p21
No Damage point(s) inflicted Save roll success? No Yes Successful Wound Mortal Damage
Damage Sequence p21
Yes No Allocate damage point For each damage point Remove damage point Ward roll success? 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 . I n fl i c t 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. Attacking Diagram Passive
Attacking Example p22
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. 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 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. 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). Erik’s hit rolls Erik’s wound rolls Emma’s save rolls Clawlord’s damage pool Melee Weapons A tt a c k s Hit Wound Rend Damage Ability Warhammer 3+ Crit (Mortal) 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. 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. The Clawlord is in grave peril, with 6 damage points in the damage pool (and only 7 Health !). Fortunately, he has Wa r d (/six.taboldstyle+) , 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… Erik’s hit rolls Erik’s wound roll Emma’s ward rolls Emma’s save roll Clawlord’s damage pool Clawlord’s damage pool Melee Weapons A tt a c k s Hit Wound Rend Damage Ability Grandhammer 3+ 2+ Crit (Mortal) Erik then makes a wound roll for the other hit, which successfully wounds 2
19.0 Strike-First and Strike-Last p24
If there are any Strike-first units in combat after any non- Fight combat phase abilities have been used, other units cannot be picked to use a Fight ability until those units have been picked to use a Fight ability. After all those Strike-first units have fought, the active player picks the next unit to fight. If there are any Strike-last units in combat , they cannot be picked to use a Fight ability if there are any units in combat that do not have Strike-last and have not yet used a Fight ability. If a unit has Strike-first and Strike-last , treat it as if it had neither.
20.0 Weapon Abilities p24
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.
21.0 Healing p24
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)
Universal Weapon Abilities p24
Anti-X (+1 Rend): Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘ Anti- target has the keyword after ‘ Anti- target has the keyword after ‘ ’ or fulfils the condition after ‘ Anti- ’ or fulfils the condition after ‘ Anti- ’ or fulfils the condition after ‘ ’. 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 aff ected by friendly abilities that aff ect 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. 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 eff ect 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 Th e Companion weapon ability restricts things like mounts from benefiting from most eff ects that augment a unit’s capabilities. 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. This Gryph-crow is a token.
22.0 Returning and Adding Models p25
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 (see 15.1) within coherency range of the model(s) in that unit that were not returned or added this turn. If that unit has 7 or more models (including the model being set up), it must be set up within coherency range of at least 2 other models 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.
23.0 Tokens p25
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 p25
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 p25
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 p25
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.
25.0 Guarded Heroes p25
All Heroes that are not Monsters or Wa r M achi n e s 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 models more than 12" from them. Passive Understandably, Monsters and Wa r M achi n e s don’t benefit from the ‘Guarded Hero’ ability. These units are very conspicuous targets even if they are surrounded by their fellows! 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.
26.0 Randomch a Racter Ist Ics p26
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).
27.0 Modifier Order p26
The eff ects of some abilities modify a characteristic or roll. Unless stated otherwise, a characteristic or roll cannot be modified to less than 1. The 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 a ft e r 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:
1.0 1.0 p26
Modifiers that set a characteristic to a fixed value.
2.0 2.0 p26
Modifiers that multiply or multiply or multiply divide a characteristic.
3.0 3.0 p26
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 Eff ects (see 30.0). The effects of some abilities (e.g. ‘An Excess of Depravity’) allow you to replace a roll with a fixed value. When doing so, you must replace the roll before rolling the dice for it. 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. Skaven technology is infamously unpredictable. Their warpstone-powered weapons are just as likely to belch out a thunderous volley as they are a single forlorn shot – or they might just explode without warning!
28.0 Advanced Ability Rules p27
• Unless stated otherwise, units using or picked as part of an ability must be on the battlefield. • If an eff ect states that a unit can do something, its commander can choose whether to resolve that part of the eff ect or not. • If an eff ect states that a unit must do something, its commander has no choice and must resolve that part of the eff ect. If this is impossible, no part of the eff ect 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 aff ects more than one unit, the player who used the ability can choose the order in which units are aff ected by it. • When resolving an eff ect, if you need to roll a dice for multiple aff ected units, roll and resolve the eff ect 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 diff erent unit unless stated otherwise.
28.1 Persisting Effects p27
Some abilities have eff ects 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 (/five.taboldstyle+) for the rest of the turn’). These eff ects count as the eff ects of passive abilities (see 5.4) for their duration.
28.2 ‘Once Per’ Timings p27
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.
29.0 Contradictory Rules p27
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 eff ect of the most recently used ability takes precedence.
30.0 Order of Effects p27
The eff ects of passive abilities are considered to be applied more recently than the eff ects of other abilities and rules. The eff ects of the active player’s passive abilities are considered to be applied more recently than the eff ects of their opponent’s passive abilities, whose passive abilities are considered to be applied more recently than the eff ects 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 eff ects are applied. Some abilities have a delayed eff ect (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 eff ects would be resolved at the same time, the active player resolves the delayed eff ects of their abilities first, in an order of their choosing, then their opponent does the same.
The Ability? p27
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. 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.
31.0 End of Turn Overview p28
At the end of each turn, follow these steps:
1.0 1.0 p28
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.
2.0 2.0 p28
Determine which player controls each objective (if any).
3.0 3.0 p28
The active player scores victory points as described in the battleplan.
32.0 Objectives p28
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 p28
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 that objective. If any models in a unit are contesting 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 p28
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:
1.0 1.0 p28
Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
2.0 2.0 p28
Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
3.0 3.0 p28
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.
32.3 Terrain Control p28
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 p28
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.
End of Turn p28
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. 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. End of Your Turn End of Any Turn End of Enemy Turn End of Any Turn End of Battle Round 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.
Advanced Rules p29
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 (pg 29-30) 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 (pg 31-32) 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 (pg 33-34) If you’d like to wield unlimited mystical power by including Wizards, Priests and manifestations in your battles, see Magic .
Army Composition (Pg 35-38) p29
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 (Pg 39) p29
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 (Pg 40) p29
Add an additional tactical challenge to your games by including secondary objectives called Battle Tactics .
Build Your Own Battlepack p29
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.
1.0 Commands Overview p30
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 Ear Ning Command Points p30
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 p30
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 p30
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. RA LLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades. Declare: Pick a friendly unit that is not in combat to use this ability. Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point . Rally points can be spent in the following ways: • For each rally point spent, Heal (1) that unit. • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit. You can spend the rally points in any combination of the above. Unspent rally points are then lost. Any Hero Phase Enemy Hero Phase With an inspiring call to action, wounded A warrior learned
3.0 Movement Phase Commands p30
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. 1Reaction: You declared a Run ability
Commands p30
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. R EDEPLOY: 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. Keywords Move, Run Enemy Movement Phase Taking initiative, the warriors hastily
Advanced Rules p30
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.
4.0 Shooting Phase Commands p31
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 . Reaction: You declared a Charge ability
5.0 Charge Phase Commands p31
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. Enemy Charge Phase Combat) Commands Reaction: You declared an Attack ability
7.0 Defensive Commands p31
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. Reaction: Opponent declared an Attack ability
8.0 End of Turn Commands p31
COVERING FIR E: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat. Declare: Pick a friendly unit that did not use a Run ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target. You cannot pick Manifestations or faction terrain features as the target of this ability. Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks. Keywords Attack, Shoot Enemy Shooting Phase 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. Keywords Move End of Any Turn The warriors use their sheer
1.0 Terrain Overview p32
Terrain features add interest and tactical challenges to the battlefield. The battleplan or battlepack you are using will explain how to set up terrain.
1.1 Wholly on Terrain and Behind Terrain p32
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. 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 (/one.taboldstyle). Keywords Core Start of Any Turn
1.2 Universal Terrain Abilities p32
Each terrain feature has one or more of the following passive abilities:
1.3 Terrain Sizes p32
• Terrain that fits into an area no larger than 7" × 7" is small. • Terrain that is not small and fits into an area no larger than 7" × 12" is medium . • Terrain that is too big to fit into an area 7" × 12" is large.
1.4 Terrain Types p32
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 p32
Examples: Ruins, debris, statues, barricades Terrain Abilities: Cover, Unstable
1.4.2 Obscuring Terrain p32
Examples: Wyldwood, fortress wall Terrain Abilities: Cover, Obscuring, Unstable
1.4.3 Area Terrain p32
Examples: Hills, Stormvault Terrain Abilities: Cover
1.4.4 Places of Power p32
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon Terrain Abilities: Cover, Place of Power, Unstable 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 made by enemy units that are not within its combat range 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 (see below). 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. The Citadel Terrain List (pg 65) includes a list of Warhammer Age of Sigmar terrain features and tells you which terrain abilities each of them has.
1.5 Faction Terrain p33
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 ½" 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.
1.6 Charging Units on Terrain p33
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 ½" 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 p33
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. The Citadel Terrain List (pg 65) 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. 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 (pg 65). Ruined Domicile (Obstacle) Domicile Shell (Obstacle) Guardian Idol (Obstacle) Cleansing Aqualith (Place of Power) Nexus Syphon (Place of Power) Wyldwood (Obscuring Terrain) 1 2
1.0 Wizards and Priests p34
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 p34
Each Wizard and Priest has a power level, shown in brackets after the keyword, e.g. Wizard (/two.taboldstyle). 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 (/two.taboldstyle) unit could use 1 Spell and 1 Banish ability in their commander’s hero phase.
2.0 Spells p34
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 .
3.0 Prayers p34
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the Priest using the prayer. On an unmodified chanting roll of 2 or more, pick one of the following: • Give a number of ritual points to the Priest equal to the chanting roll (ritual points can be accumulated over multiple turns). • Add the Priest’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the Priest’s ritual points total to 0.
4.0 Unbinding Spells p34
Each Wizard can use the ‘Unbind’ reaction a number of times per phase equal to their power level . This is an exception to The Rules of One (Core Rules, 5.3). 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. UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects. Used By: A friendly Wizard within 30" of the enemy Wizard casting the spell. Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll for the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll . Keywords Unbind Reaction: Opponent declared a Spell ability 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 Wa r d (/six.taboldstyle+) this turn. Keywords Spell Your Hero Phase 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. Keywords Prayer Once Per Battle, Your Hero Phase A fallen hero
Hates Sorcery! p35
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.
5.0 Jealous Mages and Fickle Gods p35
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).
6.0 Known Spells and Prayers p35
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 p35
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 ½" 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 ½" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within ½" of an enemy unit. • Models can move through manifestations but cannot end a move on them.
7.1 Severed Connection p35
If the Wizard or Priest that summoned a manifestation is slain, that manifestation is removed from the battlefield.
7.0 2Banishing Manifestations p35
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. Keywords Banish Your Hero Phase
1.1 Army Roster p36
These rules will explain how to create an army roster to prepare for a battle. You can go to warhammer-community.com to download a printable copy.
1.2 Points Limit p36
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 p36
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 p36
The information you’ll need when building your army roster is found in each unit’s battle profile. Battle profiles for each unit are available at warhammer-community.com.
2.0 Factions p36
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 p36
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 Ofr Enown p36
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.
3.1 Regiments p36
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. 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. The latest points values are available in the Warhammer Age of Sigmar app, and points updates are available at warhammer- community.com
3.2 The General p37
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 Wa r m aster 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 p37
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 p37
You cannot include the same Unique unit more than once in your army. Unique units cannot be reinforced.
3.5 Regiments Ofr Enown p37
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 Wa r m aster. • 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. 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.
3.6 Auxiliary Units p37
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 p37
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.
4.1 Enhancements p37
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 p37
You can pick 1 spell lore available to your faction. If you do, allWizards in your army know all spells from that lore. You can pick 1 prayer lore available to your faction. If you do, allPriests in your army know all prayers from that lore. You can pick 1 manifestation lore available to your faction. If you do, allWizards in your army know all spells from that lore, and all Priests know all prayers from that lore.
Army Composition Overview p38
These pages provide an overview of how to create an army roster. You’ll need a blank army roster, which you can download from warhammer-community.com. Pages 35-36 explain each of these steps in more detail. Other (agree with your opponent) Faction Stormcast Eternals
Formation p38
Vanguard Wing 5 Liberators 10 Liberators Reinforced Lord-Vigilant on Gryph-stalker General 3 Prosecutors 5 Vindictors
1-5 Regiments Per Army p38
Must pick 1 Hero to be your general Each regiment has: • 1 Hero • 0-3 Non-Hero units (0-4 if Hero is general) Reinforce: Double points cost and unit size
6.0 Pick Lores p39
Pick 1 enhancement per enhancement table available to your faction Stormdrake Guard Lord-Vigilant on Gryph-stalker Annihilators Add any additional units from your faction as auxiliary units If your opponent has more auxiliary units than you do, you receive 1 additional command point each battle round If your faction has any faction terrain features, you can add 1 to your army roster Pick 1 spell lore available to your faction (if any) Pick 1 prayer lore available to your faction (if any) Pick 1 manifestation lore available to your faction (if any)
1.0 Champions p40
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. 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. 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. Passive
2.0 Musicians p40
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:
3.0 Standard Bearers p40
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: If a unit had Champion (/one.taboldstyle//one.taboldstyle/zero.taboldstyle) on its keywords bar, then 1 model in that unit could be a champion for every 10 models in the unit. Let your opponent know which models in a unit are champions, musicians and standard bearers if it’s not already clear from the miniatures. Clanrat Standard BearerClanrat Champion Clanrat Musician
1.0 Battle Tactics Overview p41
During a battle, each player can score extra victory points by completing battle tactics .
2.0 Picking Battle Tactics p41
Battle tactics are picked by using the ‘Tactical Gambit’ ability, below.
2.1 Completing Battle Tactics p41
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 p41
TACT IC A L G A M BI T: 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. Once Per Battle Round, Start of Your Turn 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 CENTR E: 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 at 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. 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 Pick Your Armies p42
Each player picks an army using the rules in Army Composition (pg 35).
2.0 Set Up the Battlefield p42
The players roll off. The winner chooses which player is the attacker and which is the defender. Next, the defender sets up objectives in the locations indicated by gold circles on the battlefield map Next, the defender sets up . Then, the defender sets up terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 6" from all other terrain features and more than 3" from all objectives. After objectives and terrain have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory. The players then resolve the deployment phase . The attacker begins deployment (Core Rules, 10.0).
Victory Points p42
Each player scores victory points at the end of each of their turns as follows: • Score 2 victory points if you control at least 1 objective. • Score 2 victory points if you control 2 or more objectives. • Score 2 victory points if you control more objectives than your opponent.
A Dva Nced Rules p42
In addition to the Core Rules, Matched Play: Border War uses the following Advanced Rules: • Commands (pg 29) • Terrain (pg 31) • Magic (pg 33) • Army Composition (pg 35) • Command Models (pg 39) • Battle Tactics (pg 40)
Battlefield Size p42
For a 1000-point battle, we recommend a 30" × 44" battlefield with 4 terrain features. For a 2000-point battle, we recommend a 44" × 60" battlefield with 8 terrain features. If you have agreed on a points limit outside these bounds, feel free to adjust the battlefield size and number of terrain features appropriately.
Border War p43
Two armies are determined to capture vital ground that separates their domains. From there, they can strike deep into enemy territory. TWIST: Score 2 additional victory points if you control the objective wholly within enemy territory. If there is an underdog , they score 1 additional victory point for each objective they control that is within both players’ territories.
Battle Length p43
Border War battles last for 4 battle rounds .
Glorious Victory p43
The player with the most victory points at the end of the battle wins a major victory. If the players are tied on victory points at the end of the battle, and only one player’s general has survived the battle, that player wins a minor victory . If the players are tied on victory points and both generals or neither general survived the battle, the battle is a draw . Protected by armour forged by the gods themselves, the Stormcast Eternals are indomitable upon the field of battle – but for every gleaming warrior amongst their ranks, half a dozen Skaven sharpen their knives in the shadows…
Spearhead p45
The Age of Sigmar grows fraught. On horizons yonder, the forces of Chaos loom, threatening to engulf the Mortal Realms in mayhem and violence once more. In the wake of these troubling times, Spearhead forces are dispatched across the realms to seek out ancient sites of power that still reside deep within the uncharted hinterlands. Will you take up the call to battle and lead a Spearhead force to victory?
Spearhead p46
Welcome to the world of Spearhead. In this game mode, players engage in small-scale battles that are fast and tactical, suitable for newcomers and veterans alike. In Spearhead, each army is available as a self-contained box set, allowing players to quickly muster a force. In addition, Spearhead battles are fought upon a compact battlefield, meaning you can set up a game even with limited space. Spearhead uses specially tailored rules to ensure that every battle is a tense and exciting affair that comes right down to the final moments.
Spearhead Battlepacks p46
Veteran players will notice similarities between the rules on Spearhead warscrolls and those found in battletomes. However, they have been tweaked to make sure they work specifically with Spearhead. This means a battletome is not required to play Spearhead – all the rules you need to play are available to download for free from warhammer-community.com. This makes Spearhead the ideal format for newcomers to Warhammer Age of Sigmar, as well as for players looking for a quick and casual format with lots of re- playability and tactical depth.
Spearhead Box Sets p46
Fighting a Spearhead battle could not be easier. Each player picks their army by choosing one of the many Spearhead box sets available. Each of these is a complete army, including all the miniatures a player will need to do battle. The rules for 25 different Spearhead box sets are available to download for free from warhammer-community.com, allowing you to get stuck in as soon as your models are assembled.
Spearhead and Beyond p47
Once you have mastered one Spearhead army, you may find yourself looking for a fresh challenge. Some players choose to ‘collect broad’ – this means picking up different Spearhead box sets to use with Spearhead battlepacks. Perhaps you want to see how a different faction plays in Spearhead, or you want to collect a Spearhead army from each of the Grand Alliances: Order, Chaos, Death and Destruction . Other players choose to ‘collect deep’. This means picking up further units from their Spearhead army’s faction to build an army they can use with different battlepacks, such as Path to Glory and Matched Play battlepacks. If you choose to do so, picking up your faction’s battletome should be your first port of call.
Battletomes p47
Battletomes are the ultimate guide to the different factions of the Mortal Realms. Each is filled with detailed lore, inspiring artwork and awesome showcases of miniatures. Crucially, they contain the faction rules and warscrolls you’ll need to use your army in most games of Warhammer Age of Sigmar.
How Should I Build My Models? p47
When assembling the miniatures in your Spearhead box, you may find options to build one of two different units. Check the Spearhead rules for the army to see which unit to build. Many more units will have options, such as adding a champion , standard bearer and musician, or perhaps a special weapon or two. While the rules for these options have in most cases been simplified in Spearhead, we still recommend you assemble your units with these extras. Not only will they look glorious on the battlefield, if you decide to use the army in other battlepacks, you’ll be able to take advantage of the additional rules they provide! Tree-Revenant Musician Sylvaneth With Spearhead, setting up a game of Warhammer Age of Sigmar with friends has never been quicker or simpler. Just put your Spearhead force on the table, shuffle your cards and get playing!
Sylvaneth p48
This Spearhead army consists of the following units: General Branchwych
Units p48
1 Treelord 3 Kurnoth Hunters 5 Tree-Revenants A Bitterbark Copse is a gathering of Sylvaneth that channels the spirit-song of Alarielle’s warlike Summer Aspect to purge the enemies of natural law. They are led by a Branchwych, a vengeful creature of bark and briar that cleaves through foes with their scythe. Fiercely protective of both their forest and their kin, each Branchwych wields verdant magic that allows them to weave sundered Sylvaneth barkflesh back together or add a thorned edge to their enchanted weapons. Alongside them stride the wood-sinewed warriors of the Copse. Kurnoth Hunters fire with devastating accuracy from the back lines. They are uniquely in tune with the vibrations of the realmroots, allowing them to draw upon Alarielle’s might wherever they might be. Defending them are the Tree-Revenants, fey beings imbued with the memories of their fallen ancestors, who have ever sought to protect natural places of power. With centuries of experience to draw on, they are martial experts, able to switch between attacking and defending with natural fluidity. Each Copse is also accompanied by a Treelord, an ancient arboreal giant. Each one has lived for untold years, growing ever taller, wiser and more fearsome in battle.
Bitterbark Copse p48
Studio editor Kelly’s copse of Sylvaneth hail from the Summerglade in Ghyran. To reflect their lush habitat, she has used bright greens and oranges to represent the height of summer, with lots of foliage and flowers. ‘Our enemies’ corpses shall nourish the lands that they sought to destroy.’
Spearhead p48
A Bitterbark Copse is a gathering of Sylvaneth that channels the spirit-song of Alarielle’s warlike Summer Aspect to purge the enemies of natural law. They are led by a Branchwych, a vengeful creature of bark and briar that cleaves through foes with their scythe. Fiercely protective of both their forest and their kin, each Branchwych wields verdant magic that allows them to weave sundered Sylvaneth barkflesh back together or add a thorned edge to Alongside them stride the wood-sinewed warriors of the Copse. Kurnoth Hunters fire with devastating accuracy from the back lines. They are uniquely in tune with the vibrations of the realmroots, allowing them to draw upon Alarielle’s might wherever they might be. Defending them are the Tree-Revenants, fey beings imbued with the memories of their fallen ancestors, who have ever sought to protect natural places of power. With centuries of experience to draw on, they are martial experts, able to switch between attacking and defending with natural fluidity. Each Copse is also accompanied by a Treelord, an ancient arboreal giant. Each one has lived for untold years, growing ever taller, wiser and more fearsome in battle. Studio editor Kelly’s copse of Sylvaneth hail from the Summerglade in Ghyran. To reflect their lush habitat, she has used bright greens and oranges to represent the height of summer, with lots of foliage and flowers. ‘Our enemies’ corpses shall nourish the lands that they sought to destroy.’ – Branchwych Saoirsa
1.0 Pick a Spearhead Army p48
In Spearhead, players use a fixed set of units called a Spearhead army that has its own rules and warscrolls . Each has a corresponding box set that contains all the models you need.
2.0 Choose a Realm Battlefield p48
Spearhead battles are fought on realm battlefields. Each side of a realm battlefield is themed around one of the eight Mortal Realms (see Realm Battlefields, pg 50).
Getting Started p48
Below is a handy step-by-step guide to help you prepare for your first few Spearhead battles. Following these steps will help you get up and running with Spearhead in no time! • Every Spearhead army has a Spearhead box set and a set of Spearhead rules. The rules for 25 different Spearhead armies can be downloaded for free from warhammer-community.com. • Hailing from one of Warhammer Age of Sigmar’s many factions, each Spearhead army offers not only a different set of miniatures but a unique theme and playstyle. • The first page of each set of Spearhead rules details the lore of the army and the units that make it up. It also showcases an example of the army that has been built and painted by one of the studio members, showing how simple but effective painting methods can result in a glorious-looking army of your own!
Spearhead p48
Kroxigor The perilous jungles of the Seraphon are the hunting grounds of the mighty Carnosaur, a reptilian titan that strikes fear Pick your general to use this ability if they Pick an enemy unit in combat with your general and roll a dice. If the roll exceeds that unit’s Health characteristic, 1 model in that unit Pick an enemy unit in combat with your general. Subtract D6 from that unit’s control score Any Combat Phase These warriors bite Roll a dice for each enemy unit in combat On a 3+, inflict 1 mortal damage on the unit TEMPLE-CITY GUARDIANS: Patrolling the lands on the outskirts of their domain, these defenders will stop at nothing to see intruders driven back. Effect: Friendly units have Ward (/six.taboldstyle+) while they are wholly within friendly territory. Once Per Phase, End of Any Turn End of Any Turn Passive ANCIENT STRATEGIST: This Oldblood has centuries of experience in commanding their cohorts. Declare: Pick a friendly unit wholly within 12" of your general. You cannot pick your general. Effect: That unit can use the ‘Normal Move’ ability as if it were your movement phase. Once Per Battle, Enemy Movement Phase THE WRATH OF CHOTEC: An ancient relic removed from the deepest temple vaults, this gauntlet allows an Oldblood to channel the full might of the Seraphon’s solar god. Effect: The Attacks characteristic of your general’s Sunbolt Gauntlet is 6 instead of D6. Passive Give your general 1 of the following enhancements. Pick 1 of the following regiment abilities.
Spearhead p49
STRIKE AND FADE: These warriors use the spirit paths to ambush the enemy before retreating back into the shadows. Declare: Pick a friendly unit that used a Fight ability this turn and is within 3" of any terrain features, then roll a dice. Effect: On a 2+, remove that unit from the battlefield and set it up again so that each model in the unit is within 3" of any terrain features and more than 6" from all enemy units. Once Per Turn, End of Any Turn LEY LINES: The Sylvaneth draw strength from natural sites of mystical power. Effect: Heal (1) each friendly unit that is within 3" of any terrain features. Once Per Turn, End of Any Turn VENGEFUL SPIRITS OF THE LAND: The realm-spirits lingering around the ancient sites are roused to wrath and unleashed upon the Sylvaneth’s enemies. Declare: Pick an enemy unit that is contesting an objective and roll a dice. Effect: On a 4+, inflict D3 mortal damage on that enemy unit. WALKERS OF THE HIDDEN PATHS: These mysterious warriors walk the realmroots. Declare: Pick a friendly unit that is within 3" of any terrain features and not in combat. Effect: Remove that unit from the battlefield and set it up again more than 6" from all enemy units. That unit cannot use Move abilities for the rest of the phase. Once Per Turn, End of Any Turn Once Per Turn, Your Movement Phase GNARLED WARRIOR: This Sylvaneth’s battle- scarred hide has turned aside countless blades. Effect: Ignore negative modifiers to save rolls for your general. Passive TREESONG: Your general implores the spirits of the wyldwoods to guide the blades of their allies. Declare: Pick a visible friendly unit wholly within 12" of your general to be the target, then make a casting roll of 2D6. Effect: On a 7+, add 1 to the Rend characteristic of the target unit’s melee weapons until the start of your next turn. SEED OF REBIRTH: Should its bearer ever fall, the seed will grant them new life. Declare: Pick your general to use this ability if they are slain and not on the battlefield. Effect: If your general would be destroyed, before removing them from play, roll a dice. On a 3+, your general is not destroyed and any remaining damage points inflicted on them have no effect. Then, Heal (1) your general. REGROWTH: Your general channels an invigorating bloom of magic. Declare: Pick a visible friendly unit wholly within 18" of your general to be the target, then make a casting roll of 2D6. Effect: On a 5+, Heal (D6) the target. Your Hero Phase Once Per Battle, Start of Your Turn ENHANCEMENTS: Give your general 1 of the following enhancements. REGIMENT ABILITIES: Pick 1 of the following regiment abilities. Saurus Warriors Hero, Monster Infantry 10" 5" 4+
Ranged Weapons p49
Range Attacks Hit Wound Rend Damage Ability Sunbolt Gauntlet 12" D6 3+ Shoot in Combat
Melee Weapons p49
Attacks Hit Wound Rend Damage Ability Relic Celestite Weapon 3+ Carnosaur’s Massive Jaws 4+ 2+ Companion
Melee Weapons p49
Attacks Hit Wound Rend Damage Ability Celestite Club 3+ As a saurus ages, their body become even more finely honed for war, and greater degrees of tactical skill are unlocked within them. They become able to orchestrate grand flanking attacks and sudden feints, though they still act upon instinct above all. They also grow to possess the will not only to wield the destructive relics of the Old Ones but to master a Carnosaur – a huge bipedal monster of ancient times. The battle frenzy of a Carnosaur is, if anything, even greater than its saurus rider, and together beast and master can tear apart even the most terrible of adversaries. The saurus are the warrior caste of the Seraphon race. From the moment they emerge from the spawning pools, they are perfectly adapted for their task: muscular, protected by iron-hard scales and possessing vicious claws and teeth. Saurus are predators by nature, capable of fighting with immense savagery, yet though their minds are focused entirely on war, they are not mindless. They share a bond with their spawn-kin that goes beyond words, allowing them to fight with uncanny coordination and discipline in the prosecution of the Great Plan.
Keywords p49
ANCIENT WARLORD: An Oldblood commands their saurian brethren with relentless focus and drive. Pick a friendly unit wholly within 12" of this unit to be the target. You cannot pick this unit. Until the start of your next turn, add 1 to charge rolls for the target.
Battle Damaged p49
While this unit has 10 or more damage points, the Attacks characteristic of its Carnosaur’s Massive Your Hero Phase Passive ORDERED COHORTS: Devoted servants of the Old Ones, Saurus Warriors are as intractable in defence as they are relentless upon the attack. Add 1 to save rolls for this unit while it is contesting an objective you control. Passive Treelord Hero, Wizard, Infantry Monster 6" 5" 5+ 3+
Melee Weapons p49
Attacks Hit Wound Rend Damage Ability Greenwood Scythe and Bittergrub 3+ 4+ D3
Ranged Weapons p49
Range Attacks Hit Wound Rend Damage Ability Strangleroots 10" 3+ 2+ Shoot in Combat
Melee Weapons p49
Attacks Hit Wound Rend Damage Ability Sweeping Blows 4+ 2+ Massive Impaling Talons 4+ 2+ Warrior matriarchs and guardians of the Sylvaneth’s legacy, Branchwyches lead their kin to battle with blasts of sorcery and hissing swings of their scythes, even as their bittergrub familiars lash and bite their adversaries. These same weapons are used when the fighting is done to harvest the life essence and memories from the Sylvaneth’s fallen. It is the duty of the Branchwyches to revive their kin with the verdurous harmonies of Ghyran and, if they fall, to plant their lamentiri amidst the soulpod groves to allow Alarielle’s future children to inherit the feelings and experiences within them. Treelords stomp towards the enemy with earth-shaking strides. Their roots burrow through the soil as fast as arrows through the air, exploding from the ground to rend and throttle, while every swing of their vast talons slaughters another swathe of foes. Each one draws upon the experience of several mortal lifespans in battle. Their sheer power and dominance of the battlefield allows smaller Sylvaneth kin to dart around them and pick apart floundering enemy formations. The great strength and wisdom of Treelords often sees them act as the captains and champions of each wargrove.
Keywords p49
VERDUROUS HARMONY: The wizard plucks reviving motes of magic from the air and uses them to renew the broken forms of fallen warriors. Declare: Pick a visible friendly unit wholly within 18" of this unit to be the target, then make a casting roll of 2D6. Effect: On a 7+, you can return 1 slain model to the target unit. If you picked a Tree Revenants unit, you can return D3 slain models instead of 1. Your Hero Phase GROUNDSHAKER: The earth quakes as the Treelord stamps down hard, shaking the enemy’s wits. Declare: Pick an enemy unit in combat with this unit to be the target, then roll a dice. Effect: On a 4+, the target has Strike-last this phase. Any Combat Phase
Battle Damaged p49
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Massive Impaling Talons is 1. Passive
3.0 Pick Your Regiment Ability and Enhancement p49
Each Spearhead army has a choice of 2 different regiment abilities and 4 different enhancements for your general. At the start of the battle, you must pick 1 of each for your army (see Spearhead Armies , pg 49).
5.0 Fight the Battle! p49
Spearhead battles usually last around an hour and a half. During the battle, the players will each try to score victory points , and at the end of the battle, the player with the most is declared the winner!
4.0 Prepare Your Warscrolls p49
Each set of Spearhead rules includes the warscrolls for all the units used in your Spearhead army. A warscroll details how fast and tough a unit is, as well as what weapons it is armed with and any special abilities it has. • Every Spearhead army has a set of battle traits , regiment abilities and enhancements . • The battle traits are rules and abilities for your army that you will use in every battle. • The regiment abilities and enhancements are picked at the start of every battle. You can experiment with different combinations to see what works best for you. Some regiment abilities and enhancements are better against certain foes, so it pays to study the strengths and weaknesses of the enemy before making your choice! • Every unit in a Spearhead army has its own warscroll , where you can see its characteristics and weapons. • Any unique abilities the unit can use will also be found on its warscroll. • At the bottom of every warscroll you can find its keywords, such as Hero, Wizard, Monster or Infantry.
Health p50
5" 5 4+ A Loonboss never fights fair, ducking and weaving around his enemies and hurling endless mobs of grots at them to wear them down, before finishing them off with a blade to the throat or between the shoulder blades. Some will don moon-shaped helms in homage to their deity, the Bad Moon, in the hopes that it will shine upon their battles and allow them to spread more madness and mayhem. Though they will lay about themselves with impressive commitment if pressed, Loonbosses prefer to lord it over their diminutive minions, urging them into the fray with ear-splitting shrieks of outrage should the grot assault falter. Squig Hoppers Cavalry, Fly D6+8" 2 6+
Melee Weapons p50
Attacks Hit Wound Rend Damage Ability Slitta 4+ 5+ Squig’s Fang-filled Gob 4+ 3+ Companion Squig Hoppers bounce madly into battle, wreaking havoc on anything they collide with. Each ill-tempered squig has a cackling grot clinging to its back, who flails wildly at nearby enemies as he tries vainly to steer his weird steed. Only the most madcap of grots will attempt to enter the Squig Hoppers’ bounding ranks, for each fang-filled mount is nigh uncontrollable – its rider must simply cling to its bumpy body and hope not to be bucked off amidst the mayhem.
Keywords p50
Your Hero Phase BOING! BOING! BOING!: Squig Hoppers can cause considerable damage simply by bouncing on top of their foes as they make their way across the battlefield. Declare: Pick an enemy unit that any models in this unit passed across this phase to be the target, then roll a dice for each model in this unit that did so. Effect: For each 4+, inflict 1 mortal damage on the target. Any Movement Phase
1.0 Spearhead Armies p50
Each player in a Spearhead battle is the commander of a Spearhead army. A Spearhead army is a set of units that comes with its own rules and warscrolls . You can download the rules for 25 different Spearhead armies for free from warhammer-community.com.
1.1 Army Composition p50
On the first page of every Spearhead army’s rules, you will find the army composition. This lists which units are included in the Spearhead army and who the general is. Unlike other Warhammer Age of Sigmar armies, the composition of a Spearhead army is fixed and cannot be changed.
1.2 Battle Traits p50
Every Spearhead army has one or more battle traits . These are powerful and thematic abilities that apply to some or all of the units in the army. For example, the ‘Holy Orders’ battle trait enables the Stormcast Eternals to use powerful once-per-battle abilities to smite their foes, while the ‘Gnawhole Ambush’ battle trait allows Skaven warriors to arrive on the battlefield behind enemy lines.
1.3 Regiment Abilities p50
Every Spearhead army has a choice of 2 regiment abilities , each of which provides the army with a different strength in battle.
1.4 Enhancements p50
Every Spearhead army has a set of 4 enhancements to pick from. These are upgrades for the army’s general that make them more powerful in a variety of ways.
1.5 Spearhead Warscrolls p50
The warscrolls for the units in each Spearhead army are included with the other rules for the army. Although Spearhead warscrolls are similar to the warscrolls found in battletomes, they have been tailored to work specifically with Spearhead and cannot be used with other battlepacks.
Spearhead p50
Some units in Spearhead have the Wizard or Priest keyword. If you are familiar with other battlepacks, it is important to note the Magic module in the Advanced Rules is not used in Spearhead. As a result, there are no unbinding rolls and no chance of miscasts (among other things). Spells and prayers are resolved like any other ability.
The Core Rules p50
To play a game using this battlepack, you’ll need the Core Rules. The Core Rules explain the basics of Warhammer Age of Sigmar, such as how to move your models and how to use abilities. You can find the Core Rules on pages 5-27. You don’t need the Advanced Rules to use this battlepack.
Spearhead p50
Aqshy Twist Deck Ghyran Twist Deck Battle Tactic Deck
• Ghyran Twist • p51
THE GRANDFATHER’S BLESSING: The Realm of Life is tainted by the touch of Nurgle, whose virulent ‘gifts’ are transmitted by sputum, can pick one of the effects below. , the players roll off and the winner can pick the effect. Pick an enemy unit on the battlefield. Subtract 1 from save rolls for that unit Pick an enemy unit on the cannot be made for that GRASPING VINES: Twisting vines burst from the undergrowth to ensnare hapless warriors. picks an enemy unit on the battlefield. If there is no underdog , the players roll off and the winner picks an enemy unit on the battlefield. ensnared . Until the end of the battle round, halve its Move characteristic and roll 1 fewer dice when making a charge roll for that unit.
• Ghyran Twist • p51
Khorne’s presence is felt in this battle, and he demands blood be spilled 1 extra victory point at the end of their turn for each enemy unit destroyed in In addition, if one of the players is the , that player picks 1 friendly unit . Add 1 to hit rolls for combat attacks made by that unit this
• Aqshy Twist • p51
A raging inferno encircles the dais of this ancient place of power. picks 1 objective on the battlefield. underdog , the players roll off and the winner picks the objective. That objective is no longer controlled by either cannot be contested or controlled in this battle round. In addition, at the end of each turn in this battle round, after victory points have been scored, inflict D3 mortal damage on each unit that has any models on it (roll for each unit).
Pre-Battle Sequence p51
1. Roll off . The winner chooses who is the attacker and who is the defender. 2. The attacker picks their regiment ability and their enhancement Then the defender does the same. 3. The defender chooses which side of the realm battlefield the players will fight on: Aqshy or Ghyran. 4. The defender picks 1 of the deployment maps on the right and chooses which territory belongs to which player. 5. The defender sets up their terrain features , followed by the attacker. Each terrain feature must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on top of the objectives (either wholly or partially).
Fire and Jade p51
As the Hour of Ruin dawns, the fight to secure sacred sites and geomantic nexuses rages fiercer than ever. It is in Aqshy and Ghyran that the first battles of this new age are fought, each faction sending out vanguard forces to take and hold these places of power in the name of their deities – or even the godbeasts of myth. So unpredictable are these frontiers of war that the land itself can lend its blessing to the chosen or send wracking curses against those who incur its wrath.
Deployment p51
Do not deploy armies as described in the Core Rules. Instead, the attacker sets up all the units in their army first, followed by the defender . Each unit must be set up wholly within friendly territory and more than 6" from enemy territory. Battle Length The battle lasts for 4 battle rounds.
Pr Eparing the Spearhead Deck p51
This battle uses the Fire and Jade Spearhead deck . One player takes the twist deck that corresponds to the side of the battlefield the players are fighting on, shuffles it and places it face down next to the battlefield (the other twist deck is not used). Then, each player takes 1 battle tactic deck , shuffles it and places it face down where they can reach it during the battle.
• Command • p51
These warriors assume a defensive formation that blunts the blows of A friendly unit targeted by that Ignore the Rend characteristic of attacks that target that unit this phase. Reaction: Opponent declared an Attack ability Drive deep into enemy territory and Y ou complete this battle tactic at the end of your turn if any friendly units are wholly within and not in combat.
Start of the Battle Round Sequence p51
The following sequence is resolved at the start of each battle round: 1. If it is the first battle round, the attacker chooses who will take the first turn. In any other battle round, the players make a priority roll (Core Rules, 12.0). 2. Determine the underdog (Core Rules, 12.0). 3. The twist card is drawn (pg 50). 4. The players draw battle tactic cards (see below). 5. Any abilities with the Start of Battle Round timing are used.
Twist Cards p51
One twist card is drawn at the start of each battle round. Follow the rules on it as soon as it is drawn.
Cards p51
At the start of the first battle round, each player draws a hand of 3 battle tactic cards. At the start of each subsequent battle round, each player draws battle tactic cards until they once more have a hand of 3 battle tactic cards. Before they do so, they can discard any number of battle tactic cards in their hand. Cards are discarded face-up.
Victory Points p51
Each player scores victory points at the end of each of their turns as follows: • Score 1 victory point if you control at least one objective. • Score 1 victory point if you control two or more objectives. • Score 1 victory point if you control more objectives than your opponent. • Score 1 victory point for each battle tactic you completed this turn.
Glorious Victory p51
The player with the most victory points at the end of the battle is the winner . If the players are tied on victory points, the battle is a draw .
Seizing the Initiative p51
If the player who went second in the previous battle round wins the priority roll and chooses to go first it is called seizing the initiative . When a player seizes the initiative, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the two players is 5 or greater.
Spearhead p51
Khorne’s presence is felt in this battle, and he demands blood be spilled 1 extra victory point at the end of their turn for each enemy unit destroyed in In addition, if one of the players is the , that player picks 1 friendly unit . Add 1 to hit rolls for combat attacks made by that unit this
• Ghyran Twist • p51
THE GRANDFATHER’S BLESSING: The Realm of Life is tainted by the touch of Nurgle, whose virulent ‘gifts’ are transmitted by sputum, can pick one of the effects below. , the players roll off and the winner can pick the effect. Pick an enemy unit on the battlefield. Subtract 1 from save rolls for that unit Pick an enemy unit on the cannot be made for that
• Battle Tactic • p51
Taking initiative, the warriors hastily reposition to respond to Pick a friendly unit that is not in That unit can move up to D6". That unit cannot move into combat during any part Keywords Enemy Movement Phase Surround the enemy Y ou complete this battle tactic at the end of your turn if there are any friendly units within 3" of A raging inferno encircles the dais of this ancient place of power. picks 1 objective on the battlefield. , the players roll off and the winner picks the objective. That objective is no longer controlled by either cannot be contested or controlled in this battle round. In addition, at the end of each turn in this battle round, after victory points have been scored, inflict D3 mortal damage on each unit that has any models on it (roll for each unit).
• Aqshy Twist • p51
Twisting vines burst from the undergrowth to ensnare hapless warriors. picks an enemy unit on the underdog , the players roll off and the winner picks an enemy unit on the battlefield. . Until the end of the battle round, halve its Move characteristic and roll 1 fewer dice when making a charge roll for that unit.
• Command • p51
These warriors assume a defensive formation that blunts the blows of A friendly unit targeted by that Ignore the Rend characteristic of attacks that target that unit this phase. Reaction: Opponent declared an Attack ability Drive deep into enemy territory and Y ou complete this battle tactic at the end of your wholly within and not in combat.
2.0 Realm Battlefields p51
Spearhead battles are fought on realm battlefields . Once the players have picked their Spearhead armies, they must agree on a realm battlefield to use. Each realm battlefield comes with a matching Spearhead deck , along with a battleplan that explains how to fight a battle on that realm battlefield. realm battlefield is 30" × 22" and double-sided, with each side corresponding to a different Mortal Realm . The first realm battlefield is Fire and Jade , which has one side representing Aqshy , the Realm of Fire, and the Aqshy , the Realm of Fire, and the Aqshy reverse representing Ghyran , the Realm of Life.
3.0 Spearhead Decks p51
Spearhead decks are sets of cards that are used in Spearhead battles. Each realm battlefield has its own Spearhead deck. Each Spearhead deck consists of 2 twist decks (one for each side of the realm battlefield) and 2 battle tactic decks (one for each player).
3.1 Twist Cards p51
Each twist deck is made up of twist deck is made up of twist deck twist cards . A twist is a special rule that applies to the battle round being played. Each deck of twist cards corresponds to a specific side of the realm battlefield.
3.2 Battle Tactic Cards p51
Each battle tactic deck is made up of battle tactic deck is made up of battle tactic deck battle tactic cards . The rules on each are split into 2 parts: a battle tactic and a command . You can either score the battle tactic at the end of your turn if you meet its conditions (to gain victory points ) or you can use the command on the card for a more immediate benefit. You cannot do both, so choose wisely! Each command will say when it can be used and what effect it has. After the effect has been resolved, the card is discarded . You can issue multiple commands to the same unit in the same phase.
4.0 Spearhead Battleplans p51
Each realm battlefield has a corresponding battleplan . The battleplan is a set of instructions on how to fight the battle and how to determine the winner You can find the battleplan for the Fire and Jade realm battlefield on pages 55-56.
5.0 Terrain p52
In every Spearhead battle, the armies fight around 2 large terrain features and 2 small terrain features . Before the armies are deployed, each player will set up 1 large terrain feature and 1 small terrain feature wholly within their territory. Each terrain feature has certain passive abilities depending on its size: Large Terrain Feature: Cover, Obscuring, Unstable Small Terrain Feature: Cover, Unstable 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 or has the Fly keyword. 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. 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. Ruined Domicile (Large Terrain Feature) Ravaged Shrine (Small Terrain Feature) Ruined Domicile (Large Terrain Feature) Ravaged Shrine (Small Terrain Feature)
Spearhead p52
Each objective is named after a mythical godbeast, as shown below: Dracothion Vulcatrix Nagendra Ignax Behemat
7.0 Reinforcements p53
Some units have the Reinforcements keyword. These units can be brought back to the battlefield after being destroyed as replacement units (Core Rules, 24.2). If any of your units have the Reinforcements keyword, you can use the following ability: CALL FOR REINFORCEMENTS: A second wave of troops enters the fray, replacing those lost to the rigours of battle. Declare: Pick a friendly Reinforcements unit that has been destroyed . Effect: Set up an identical replacement unit on the battlefield, wholly within friendly territory, wholly within 6" of the battlefield edge and not in combat. Each Reinforcements unit can only be replaced once. Replacement units cannot themselves be replaced. Keywords Core Once Per Turn, Your Movement Phase
6.0 Objectives p53
In Spearhead battles, objectives are printed on the surface of each realm battlefield (the objective is the whole circle, not just the symbol in the centre).
6.1 Contesting Objectives p53
In Spearhead battles, while a model is on an objective (wholly or partially), it is contesting it. Units with the Reinforcements keyword have this icon in the top-right corner of their warscrolls for ease of use.
A Spearhead Battle p54
Below you can see a game of Spearhead that is underway. Upon the scorched plains of the Great Parch in Aqshy, a force of Stormcast Eternals clashes with a Skaven clawpack that seeks to bring ruin to a Dawnbringer outpost. This unit of Clanrats has been destroyed but it can return to the battlefield because their warscroll has the Reinforcements keyword. Flying units, such as these Prosecutors, can soar directly over other models and terrain, meaning they are very good at capturing objectives at the last moment. A player’s battle tactics are normally kept secret from their opponent. The large terrain features block visibility, so units can hide behind them – but not from units with Fly!
Spearhead p54
The twist deck is placed at the side of the battlefield in reach of both players. Each battle round, a twist card is drawn, which can lead to interesting opportunities or hazards for either player. Generally, twists favour the underdog. Because he has a ranged weapon in the form of a Warplock Musket, the Warlock Engineer can hang back and shoot whilst also contesting an objective. Each player has a hand of battle tactic cards, which tell them what they should be trying to achieve. Battle tactics can instead be used as commands for a more immediate benefit. The unit of Liberators is contesting the Dracothion objective in the centre of the battlefield, but the Clanrats to their flank are in a good position to charge and swarm the objective. Each Spearhead army has a general, a powerful unit that has access to enhancements. Here, a Lord -Vigilant astride a Gryph-stalker is locked in a duel with a devious Clawlord mounted on a Gnaw-beast. Six-sided dice and measuring sticks (or tape measures) are your essential tools in any Warhammer Age of Sigmar battle. The 3" measuring stick is perfect for measuring combat ranges.
• Ghyran Twist • p56
THE GRANDFATHER’S BLESSING: The Realm of Life is tainted by the touch of Nurgle, whose virulent ‘gifts’ are transmitted by sputum, can pick one of the effects below. , the players roll off and the winner can pick the effect. Pick an enemy unit on the battlefield. Subtract 1 from save rolls for that unit Pick an enemy unit on the cannot be made for that GRASPING VINES: Twisting vines burst from the undergrowth to ensnare hapless warriors. picks an enemy unit on the battlefield. If there is no underdog , the players roll off and the winner picks an enemy unit on the battlefield. ensnared . Until the end of the battle round, halve its Move characteristic and roll 1 fewer dice when making a charge roll for that unit.
• Ghyran Twist • p56
Khorne’s presence is felt in this battle, and he demands blood be spilled 1 extra victory point at the end of their turn for each enemy unit destroyed in In addition, if one of the players is the , that player picks 1 friendly unit . Add 1 to hit rolls for combat attacks made by that unit this
• Aqshy Twist • p56
A raging inferno encircles the dais of this ancient place of power. picks 1 objective on the battlefield. underdog , the players roll off and the winner picks the objective. That objective is no longer controlled by either cannot be contested or controlled in this battle round. In addition, at the end of each turn in this battle round, after victory points have been scored, inflict D3 mortal damage on each unit that has any models on it (roll for each unit).
Pre-Battle Sequence p56
1. Roll off . The winner chooses who is the attacker and who is the defender. 2. The attacker picks their regiment ability and their enhancement . Then the defender does the same. 3. The defender chooses which side of the realm battlefield the players will fight on: Aqshy or Ghyran. 4. The defender picks 1 of the deployment maps on the right and chooses which territory belongs to which player. 5. The defender sets up their terrain features , followed by the attacker. Each terrain feature must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on top of the objectives (either wholly or partially).
Fire and Jade p56
As the Hour of Ruin dawns, the fight to secure sacred sites and geomantic nexuses rages fiercer than ever. It is in Aqshy and Ghyran that the first battles of this new age are fought, each faction sending out vanguard forces to take and hold these places of power in the name of their deities – or even the godbeasts of myth. So unpredictable are these frontiers of war that the land itself can lend its blessing to the chosen or send wracking curses against those who incur its wrath.
Deployment p56
Do not deploy armies as described in the Core Rules. Instead, the attacker sets up all the units in their army first, followed by the defender. Each unit must be set up wholly within friendly territory and more than 6" from enemy territory. Battle Length The battle lasts for 4 battle rounds.
Pr Eparing the Spearhead Deck p56
This battle uses the Fire and JadeSpearhead deck . One player takes the twist deck that corresponds to the side of the battlefield the players are fighting on, shuffles it and places it face down next to the battlefield (the other twist deck is not used). Then, each player takes 1 battle tactic deck, shuffles it and places it face down where they can reach it during the battle.
• Command • p57
These warriors assume a defensive formation that blunts the blows of A friendly unit targeted by that Ignore the Rend characteristic of attacks that target that unit this phase. Reaction: Opponent declared an Attack ability Drive deep into enemy territory and Y ou complete this battle tactic at the end of your turn if any friendly units are wholly within and not in combat.
Start of the Battle Round Sequence p57
The following sequence is resolved at the start of each battle round: 1. If it is the first battle round, the attacker chooses who will take the first turn. In any other battle round, the players make a priority roll (Core Rules, 12.0). 2. Determine the underdog (Core Rules, 12.0). 3. The twist card is drawn (pg 50). 4. The players draw battle tactic cards (see below). 5. Any abilities with the Start of Battle Round timing are used.
Twist Cards p57
One twist card is drawn at the start of each battle round. Follow the rules on it as soon as it is drawn.
Cards p57
At the start of the first battle round, each player draws a hand of 3 battle tactic cards. At the start of each subsequent battle round, each player draws battle tactic cards until they once more have a hand of 3 battle tactic cards. Before they do so, they can discard any number of battle tactic cards in their hand. Cards are discarded face-up.
Victory Points p57
Each player scores victory points at the end of each of their turns as follows: • Score 1 victory point if you control at least one objective. • Score 1 victory point if you control two or more objectives. • Score 1 victory point if you control more objectives than your opponent. • Score 1 victory point for each battle tactic you completed this turn.
Glorious Victory p57
The player with the most victory points at the end of the battle is the winner . If the players are tied on victory points, the battle is a draw .
Seizing the Initiative p57
If the player who went second in the previous battle round wins the priority roll and chooses to go first, it is called seizing the initiative . When a player seizes the initiative, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the two players is 5 or greater.
Deployment p58
Attacker sets up their army first, followed by the defender. Each unit must be set up wholly within friendly territory and more than 6" from enemy territory.
Seizing the Initiative p58
If the player who went second in the previous battle round wins the priority roll and chooses to go first in the current battle round, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the players is 5 or more.
Victory Points p58
At the end of each of your turns: • Score 1 victory point if you control at least one objective. • Score 1 victory point if you control two or more objectives. • Score 1 victory point if you control more objectives than your opponent. • Score 1 victory point for each battle tactic you completed this turn.
Battle Tactics Cards p58
• Start of first battle round: draw 3 battle tactic cards. • Start of second or later battle round: discard any battle tactic cards in your hand if you wish. Then if you have less than 3 battle tactic cards in your hand, keep drawing them until you have 3.
Sequence p58
• First battle round: attacker chooses who takes the first turn. Later battle rounds: players make a priority roll (Core Rules, 12.0). • Determine underdog (Core Rules, 12.0). • Draw twist card . • Players draw battle tactic cards (see below). • Start of Battle Round abilities are used.
Call for Reinforcements p58
Declare: Pick a friendly Reinforcements unit that has been destroyed . Effect: Set up an identical replacement unit on the battlefield, wholly within friendly territory, wholly within 6" of the battlefield edge and not in combat. Each Reinforcements unit can only be replaced once. Replacement units cannot themselves be replaced. Keywords Core Once Per Turn, Your Movement Phase
Terrain p58
Large Terrain Feature: Cover, Obscuring, Unstable Small Terrain Feature: Cover, Unstable 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 or has the Fly keyword. 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. 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.
Pre-Battle Sequence p58
• Roll off. Winner chooses who is attacker and who is defender. • Attacker picks regiment ability and enhancement, then defender does so. • Defender chooses Aqshy or Ghyran side of realm battlefield. • Defender picks deployment map (horizontal or diagonal) and chooses which territory is theirs. • Defender sets up 1 large and 1 small terrain feature. Then attacker does the same. Each terrain feature must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on objectives.
Normal Move p59
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. Keywords Core, Move
Run p59
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. Keywords Core, Move, Run
Retreat p59
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 Your Movement Phase
Charge p59
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 ½" of an enemy unit. If it does so, the unit using this ability has charged . Keywords Core, Move, Charge
Fight p59
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
Shoot p59
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. Effect: Resolve shooting attacks against the target unit(s). Keywords Core, Attack, Shoot Your Shooting Phase Your Charge Phase Any Combat Phase
Universal Weapon Abilities p59
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.
Glossary p60
abilities: The things that units can do in the game. Some abilities, like ‘Normal Move’ and ‘Fight’, are common to all units; others are specific to certain units and only appear on their warscroll. Sometimes the players themselves use abilities. (Core Rules, 5.0) active player: The player whose turn is taking place. There are 2 turns in a battle round. The active player can use abilities with the ‘Your Phase’ timing. (Core Rules, 12.0) allocate: Damage points are allocated one at a time to a unit after all the damage points inflicted by an ability have been totalled in the damage pool. (Core Rules, 18.2) All-out Attack: Command, 1CP, reaction. Attacking unit adds 1 to hit rolls. (Commands, 6.0) All-out Defence: Command, 1CP, reaction. Target unit adds 1 to save rolls. (Commands, 7.0) Anti-X (+1 Rend): Weapon ability. +1 Rend for attacks that target units that fulfil the condition after ‘Anti-’. (Core Rules, 20.0) Any (…) Phase: Timing. Either player can use abilities with this timing, regardless of who the active player is. (Core Rules, 13.0) Army of Renown: A special type of army that uses a modified set of faction rules. (Army Composition, 2.2) army: All of a player’s units are collectively referred to as their army. (Core Rules, 1.0) army composition: The step before a battle in which the players build their armies. The battlepack may specify in more detail what they can and can’t include in their armies. army roster: The list of units in a player’s army, and any other important information like enhancements. Players can check each other’s rosters any time they like. (Army Composition, 1.1) artefact of power: Enhancement. You can give 1 Hero in your army an artefact of power. (Army Composition, 4.1) At the Double: Command, 1CP, reaction. Add 6 to Move instead of making the run roll. (Commands, 3.0) attack sequence: Make hit roll, wound roll and save roll, then determine damage points inflicted. (Core Rules, 17.0) auxiliary unit: A unit on your army roster that is not part of a regiment. (Army Composition, 3.6) Banish Manifestation: Your Hero Phase, 30", banishment roll of 2D6. Equal or beat banishment value of the manifestation to remove it from play. (Magic, 7.2) battle profile: Important information about a unit that you will need to refer to if you wish to include it in your army, such as its points value and minimum unit size. (Army Composition, 1.3) battle round: The battle lasts a number of battle rounds specified in the battleplan. Each battle round has 2 turns (1 for each player), and each turn has 7 phases. (Core Rules, 11.0) battle tactics: Attempt by using the ‘Tactical Gambit’ ability at the start of your turn. Complete at the end of your turn for 4 victory points. (Battle Tactics, 1.0) battle trait: A type of faction rule that usually affects your army as a whole and reflects the way your faction does battle, as opposed to individual units. battlefield: The flat surface on which the battle is fought. Usually has 2 short edges and 2 long edges, which may collectively be referred to as ‘the battlefield edge’. It is divided into 4 large quarters, each of which is divided into 4 small quarters (effectively sixteenths). battleplan: The set of rules that describes the scenario of the battle and determines things such as where the armies deploy, where any objectives are located and how the players win the battle. (Core Rules, 9.0) begins deployment: The player who is allowed to use a Deploy ability during deployment first is said to be the one who begins deployment. The battleplan will specify which player does so. (Core Rules, 10.0) behind a terrain feature: Impossible to draw a line from a model in the attacking unit to a model in the target unit without it passing across the terrain feature. (Terrain, 1.1) Cava lry: A unit keyword. Mounted on warbeasts. Cava lry are fast and hard-hitting but are generally vulnerable to attritional combat. Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0) Charge: Your Charge Phase, charge roll of 2D6. Must get within ½" of any visible enemy units to succeed, otherwise unit stays where it is. (Core Rules, 14.3) This glossary is an alphabetised list of rules definitions. It is intended to be a useful resource if you need a quick reminder of what a rule does or a short summary of a game term. It is not intended as an exhaustive list of precise definitions – if you need the full rule, refer to the relevant rules module. If there are any contradictions between this glossary and a rules module, the rules module takes precedence. Charge (+1 Damage): Weapon ability. +1 Damage if attacking unit charged. (Core Rules, 20.0) climb: Movement vertically up or down the surface of a terrain feature. The model’s base is assumed to stay in contact with the terrain feature as it moves and remain parallel with the battlefield floor. (Core Rules, 15.2) coherency: When a unit is set up or ends a move, each model in the unit must be within coherency range. (Core Rules, 15.1) coherency range: ½" horizontally and any distance vertically of 1 or more other models if unit has 6 or fewer models; 2 or more if unit has 7+ models. (Core Rules, 15.1) combat attack: An attack made with a melee weapon. (Core Rules, 16.0) combat range: Model’s combat range = 3" horizontally and any distance vertically from model. Unit’s combat range = 3" horizontally and any distance vertically from all models in unit. A unit is in combat if any enemy models are within its combat range. (Core Rules, 7.0) command points: Each player gets 4 command points at start of round. Underdog gets 1 extra. (Commands, 1.0) commander: You are the commander of your army and everything in it (units, models, etc.). commands: Abilities that require you to spend a number of command points in order to use them. (Commands, 1.0) Companion: Weapon ability. Weapon doesn’t get bonuses from friendly abilities that affect attacks. (Core Rules, 20.0) contesting: Models contest objectives within their combat range (3"). When determining objective control, the same unit cannot contest more than 1 objective at the same time; the player must pick 1 if more than 1 is within range. (Core Rules, 32.1) control: Determined at the start of the first battle round and the end of each turn. Objectives are controlled by player that has the highest army control score for that objective. (Core Rules, 32.2) Control characteristic: Determines how good unit is at contesting objectives (see ‘control’). (Core Rules, 4.0) control score: A unit’s control score is determined by adding all the Control characteristics of models in the unit contesting the objective in question. An army’s control score for that objective is determined by adding together all the control scores of units in the army contesting that objective. (Core Rules, 32.2) Core: Basic ability that can only be used by each unit once per phase, e.g. Move, Shoot, Fight. (Core Rules, 5.1) Counter-charge: Command, 2CP. Charge in enemy charge phase. (Commands, 5.0) Cover: -1 to hit rolls for attacks that target a unit behind or wholly on this terrain feature, unless unit charged or has Fly. (Terrain, 1.2) Covering Fire: Command, 1CP. Shoot in enemy shooting phase, but -1 to hit rolls and must target nearest enemy unit. (Commands, 4.0) Crit (2 Hits): Weapon ability. Unmodified hit roll of 6 scores 2 hits on target. (Core Rules, 20.0) Crit (Auto-wound): Weapon ability. Unmodified hit roll of 6 skips wound roll step. (Core Rules, 20.0) Crit (Mortal): Weapon ability. Unmodified hit roll of 6 inflicts an amount of mortal damage equal to the Damage characteristic of the weapon and the sequence ends. (Core Rules, 20.0) critical hit: Unmodified hit roll of 6. (Core Rules, 17.0) D3: Roll a D6 and halve the result, rounding up. (Core Rules, 2.2) damaged: A unit is damaged if it has any damage points currently allocated to it (i.e. if the damage points allocated to it were not enough to slay a model in the unit). Some abilities Heal damaged units. (Core Rules, 18.2) Damage characteristic: Determines number of damage points inflicted by successful attack. (Core Rules, 17.0) damage points: Damage points are inflicted by successful attacks and mortal damage. Damage points go into a damage pool first, then they must be allocated one at a time to the target unit. Each time the number of damage points allocated to a unit equals its Health characteristic, a model in the unit is slain. (Core Rules, 17.0) damage pool: Inflicted damage points are added to the target’s damage pool until all damage points inflicted by the ability have been calculated. Then, each of those damage points must be allocated one at a time to the target unit. (Core Rules, 17.0) Declare: The step of every ability after which players may use reactions but before the effect is resolved. (Core Rules, 5.2) deployment phase: Phase in which players use Deploy abilities to deploy their armies. (Core Rules, 10.0) destroyed: A unit is destroyed when the last model in the unit is slain. (Core Rules, 18.4) destroyed by: A unit is said to have destroyed another unit when an attack it made or an ability it used caused the last model in the target unit to be slain. drops: The minimum number of Deploy abilities that a player can use to set up their army. This is usually equal to the number of regiments in their army plus the number of auxiliary units in their army. (Core Rules, 10.1) effect: Abilities have effects, which are resolved after the declare and reaction step. The thing to which the effect is applied is said to be affected by the ability. (Core Rules, 5.2) endless spells: A type of manifestation summoned by a Wizard. (Magic, 7.0) enemy models/units: Models/ units in your opponent’s army. (Core Rules, 1.0) Enemy (…) Phase: Timing. A phase in which your opponent is the active player. (Core Rules, 13.0) enhancements: A type of faction rule. You can take 1 enhancement of each type for your army, you can’t take the same enhancement more than once, and you can’t give the same unit more than 1 enhancement of the same type. (Army Composition, 4.1) faction: The units in your army must all belong to the same faction (excepting Regiments of Renown). Most factions in Warhammer Age of Sigmar have their own battletome, which contains the rules for the units from that faction, along with the battle traits and enhancements for that faction. faction rules: These are split into battle traits and enhancements. Battle traits tend to be army-wide abilities, while enhancements are given to specific units. Fight: The Core ability that units use to attack each other in combat. (Core Rules, 14.4) Fly: A keyword. Units that can fly often ignore intervening models and terrain when moving. (Core Rules, 15.4) Forward to Victory: Command, 1CP, reaction. Re-roll charge roll. (Commands, 5.0) friendly models/units: Models/ units in your army. (Core Rules, 1.0) general: You must pick 1 Hero in your army to be your general. Certain rules will interact with your general. (Army Composition, 3.2) fought: A unit has fought if it used any Fight abilities in the same turn. Guarded Hero: Passive ability that all Heroes have. If Hero is within 3" of a friendly non-Hero unit, then shooting attacks targeting the Hero are -1 to hit, and if Hero is Infantry, they also cannot be picked as the target of shooting attacks made by units more than 12" from them. (Core Rules, 25.0) Heal: Remove a number of damage points that have been allocated to a unit equal to the number in brackets after ‘Heal’. (Core Rules, 21.0) Health characteristic: The characteristic that shows the number of damage points that can be allocated to the unit before a model in the unit is slain. (Core Rules, 4.0) heroic trait: Enhancement that can be given to a Hero in your army. (Army Composition, 4.1) hit roll modifiers: Add up all modifiers to a hit roll and cap at +1 if the result is a positive value or -1 if the result is a negative value. (Core Rules, 17.1) in combat: A unit is in combat if any visible enemy models are within its combat range (within 3"). (Core Rules, 7.0) Infantry: A unit keyword. Models on foot. Infantry form the backbone of most armies and tend to be good at contesting objectives. inflict: Successful attacks inflict damage points. Inflict is not the same as allocate. Ward rolls can be made for inflicted damage points before they are allocated. (Core Rules, 17.0) invocation: A type of manifestation summoned by a Priest. (Magic, 7.0) jump down: Models can move directly down through the air from a terrain feature to the battlefield. They can do so any distance, but it ends their move (Core Rules, 15.2.1) keyword: A term that carries Keyword Format, allowing the thing that has it to be tagged and referenced by other rules. (Core Rules, 5.1) Magical Intervention: Command, 1CP. Wizard or Priest can cast or chant in enemy hero phase, but -1 to casting/chanting roll. (Commands, 2.0) manifestations: Arcane or divine entities or phenomena that have their own miniatures and are summoned to the battlefield by a Wizard or Priest. (Magic, 7.0) manifestation lore: If taken, all Wizards in your army know all spells from that lore, and all Priests in your army know all prayers from that lore. (Army Composition, 4.2) miscast: Casting roll that contains two or more 1s is a miscast (D3 mortal damage, attempt fails, and caster can’t cast any more spells that phase). (Magic, 2.0) models: The warriors in your army are referred to as models and are grouped into units. Some units consist of only 1 model. modifiers (dice rolls): Many rules let you change the result of a dice roll. Sometimes, multiple modifiers will apply to the same roll. Modifiers to some types of rolls, such as hit and wound rolls, are capped. modifiers (characteristics): Characteristics cannot be modified to less than 0. Round down any fractions. Set, multiply or divide, then add or subtract, in that order (if more than one modifier applies). (Core Rules, 27.0) Monster: A unit keyword. Monsters are large and imposing units, often consisting of a single model that can have a large impact all by itself. mortal damage: If mortal damage is inflicted, just add that many damage points to the damage pool. (Core Rules, 17.2) mount trait: Enhancement that can be given to a Hero riding a warbeast. (Army Composition, 4.1) Move characteristic: Characteristic that determines the number of inches a unit can move across the battlefield when using certain abilities, most commonly Normal Move. (Core Rules, 4.0) Musician: While unit contains any musicians, if it uses the ‘Rally’ command, make one additional rally roll of D6. (Command Models, 2.0) neutral territory: The area of the battlefield that is neither player’s territory. (Core Rules, 9.1.2) Normal Move: Move each model in unit up to Move characteristic but models cannot move into combat. (Core Rules, 14.1) objectives: Many battleplans require players to gain control of specific points on the battlefield to secure victory. Objectives are represented by 40mm round markers. Models can move over and end a move on an objective marker. (Core Rules, 32.0) Obscuring: Unit behind or wholly on this terrain feature cannot be targeted by shooting attacks unless it has Fly. (Terrain, 1.2) passive abilities: The effects of passive abilities are applied any time their conditions are met. You cannot use reactions in response to passive abilities. (Core Rules, 5.4) persisting abilities: Abilities that have effects that last for a specified length of time, for example, ‘add 1 to wound rolls for attacks made by this unit until the start of your next turn.’ phases: There are 7 phases in each turn: Start of Turn, Hero Phase, Movement Phase, Shooting Phase, Charge Phase, Combat Phase, End of Turn. Ability timings can be Your Phase (you are the active player), Enemy Phase (opponent is active player) or Any Phase (either player is active player). (Core Rules, 13.0) pile-in: A short move, usually 3", that allows a unit using a Fight ability to get a bit closer to the unit(s) it is in combat with. (Core Rules, 15.3) points limit: The combined points cost of units in your army cannot exceed the points limit for the battle. Players usually agree on the points limit before the battle, but it may be pre-determined by the battlepack being used. (Army Composition, 1.2) power level: The number in brackets after the Wizard or Priest keyword that determines the number of spells or prayers they can cast or unbind per phase. (Magic, 1.1) prayer: A special type of ability that can only be used by Priests. (Magic, 3.0) prayer lore: If taken, all eligible Priests in your army know the prayers from that lore. (Army Composition, 4.2) Priest: Unit that can use prayers. (Magic, 1.0) Rally: Command, Any Hero Phase, 1CP. Roll 6 dice; for each 4+, gain 1 rally point. For each rally point, Heal (1) or spend a number of rally points equal to Health characteristic to return 1 slain model. (Commands, 2.0) random characteristic: Generate the characteristic before applying modifiers, and each time it is needed for an ability. Random Attacks characteristics are generated per Attack ability; other random weapon characteristics are generated per attack made with the weapon. (Core Rules, 26.0) Range characteristic: A characteristic, most often on weapon profiles, that determines how close something must be for it to be an eligible target. (Core Rules, 16.0) Reaction: After an ability is declared, players alternate using any eligible reactions they wish to. Then the effect of the ability is resolved. (Core Rules, 5.2) Redeploy: Command, 1CP. D6" move in enemy movement phase. (Commands, 3.0) regiment: A group of units, including a Hero, that are taken as a set during Army Composition. Regiments often allow multiple units to be deployed at the same time. (Army Composition, 3.1) Regiment of Renown: A fixed regiment that has its own rules for including it in an army and may also have a special ability or abilities. (Army Composition, 3.5) reinforced unit: A unit whose minimum unit size and points cost is doubled when you add it to your army. You cannot reinforce units with a minimum unit size of 1. (Army Composition, 3.3) removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units. replacement unit: A unit that is brought back to the battlefield after it has been destroyed. Although the same miniatures are used, the unit counts as an entirely new unit in the rules, unless specified otherwise. (Core Rules, 24.2) Rend characteristic: Subtract the Rend of the weapon from save rolls made for the target unit. (Core Rules, 17.0) reserves/in reserve: A unit set up in reserve is set up off the battlefield and will be set up on the battlefield at a specified time once the battle is under way. (Core Rules, 24.1) Retreat: Inflict D3 mortal damage on the unit then move it out of combat. Cannot use ‘Shoot’ or ‘Charge’ ability later in turn. (Core Rules, 14.1) return slain model: Set up model that was slain, in coherency with its unit and with no damage points allocated to it. Only set up in combat if its unit is already in combat. (Core Rules, 22.0) roll off: Each player rolls a D6; player who rolls highest wins. If tied, keep rolling off until there is a winner. (Core Rules, 2.2) Run: Roll D6 and add to unit’s Move, then move unit up to that distance. Prevents unit from using Shoot or Charge later in turn. (Core Rules, 14.1) Save characteristic: The number you need to equal or beat to make a successful save roll for the unit. Attacks that are saved do not inflict damage points. (Core Rules, 4.0) save roll modifiers: Save roll modifiers are capped at +1 but there is no negative cap. (Core Rules, 17.1) set up: When setting up a unit, all models in the unit must be set up, otherwise the ability cannot be used. A unit set up on the battlefield in a phase other than the deployment phase cannot use Move abilities in the movement phase of the same turn. (Special Rules, 24.0) Shoot: Attack with ranged weapons. Units cannot shoot if they are in combat. (Core Rules, 14.2) Shoot in Combat: Weapon ability. Weapon can be used to make shooting attacks even if attacking unit is in combat. (Core Rules, 20.0) spell: A special type of ability that can only be used by Wizards. (Magic, 2.0) spell lore: If taken, all eligible Wizards in your army know the spells from that lore. (Army Composition, 4.2) slain: A model in a unit is slain each time the number of damage points allocated to the unit equals its Health characteristic. Each time a model is slain, the number of damage points allocated to the unit resets to 0. If there are still damage points in the damage pool, keep allocating them and removing slain models until there are no damage points left. (Core Rules, 18.2) slain by: A model is said to have been slain by a unit when an attack made by or an ability used by that unit caused that model to be slain. Standard Bearer: Add 1 to the control score of units with any standard bearers. (Command Models, 3.0) straight line: If a rule asks you to draw a line between two points, it is assumed to be an imaginary line 1mm wide. Strike-first: Units with this keyword use Fight abilities before units that don’t have this keyword. If both players have units with Strike-first, they alternate fighting with those units before other units get to fight, starting with the active player. After those units have fought, the active player chooses the next unit to fight. (Core Rules, 19.0) Strike-last: Units with this keyword use Fight abilities after all units that don’t have this keyword. (Core Rules, 19.0) summon: Manifestations are summoned to the battlefield using the spell or prayer on their warscroll. (Magic, 7.0) Tactical Gambit: You must use this ability at the start of your turn in order to attempt a battle tactic. (Battle Tactics, 2.0) target (attacks): You must declare the targets of all the attacks you are making with a unit before following the attack sequence for those attacks, and you can split attacks freely between eligible target units. (Core Rules, 16.0) terrain features: Models that reflect the battlefield environment. They often have their own rules. (Terrain, 1.0) territory (within/wholly within): A unit is within a territory if any part of the base of any model in the unit is within that territory. A unit is wholly within a territory if all parts of the bases of all models in the unit are within that territory. (Core Rules, 9.1.2) token: Tokens are not considered models for rules purposes. Their main purpose is to act as reminders for persisting effects that apply to specific units. They are otherwise ignored and can be freely moved if they get in the way. (Core Rules, 23.0) timing: The part of an ability that specifies when it can be used. Usually appears as a colour- coded bar at the top of the ability. (Core Rules, 5.2) turns: Each battle round consists of 2 turns (1 for each player), each comprising 7 phases. The player whose turn is taking place is the active player. (Core Rules, 11.0) Unbind: Reaction to a Spell ability. Make an unbinding roll of 2D6. If the roll beats the casting roll, the Spell ability fails. (Magic, 4.0) underdog: Player with fewest victory points. If tied, there is no underdog for that battle round. (Core Rules, 12.0) Unique: A unit with this keyword can only be included in your army once. (Army Composition, 3.4) unique enhancements: Special types of enhancement that some factions have access to. They will be accompanied by rules that tell you which units can be given them. units: A group of models that move and fight together. An army is made up of a number of units. Each unit has a warscroll that details its characteristics and abilities. Unstable: Models can move across but cannot be set up on or end a move on parts of this terrain feature taller than 1". (Terrain, 1.2) used: An ability has been used once it has been declared, whether or not its effect was successfully resolved. (Core Rules, 5.2) visible: An observing model can see a target model if you could draw a straight line from any point on the observing model to the target model without it crossing any objects except other models in the observing model’s unit. A model is always visible to itself. (Core Rules, 6.0) Wa r d: Before you allocate an inflicted damage point to a unit that has this keyword, you can make a ward roll. If the result equals or beats the number in brackets after Wa r d, that damage point is negated and ignored. (Core Rules, 18.1) warscroll: Every unit has a warscroll, which includes vital information that determines the unit’s capabilities in battle. (Core Rules, 4.0) weapon ability: A passive ability that affects attacks made with the weapon that has the ability. (Core Rules, 20.0) wholly on a terrain feature: A unit is wholly on terrain if all parts of the bases of all models in the unit are on the same terrain feature. (Terrain, 1.1) wholly within (model): model x is wholly within a distance of y if every part of model x’s base is within that distance of y. wholly within (unit): unit x is wholly within a distance of y if every part of all the bases of all the models in unit x is within that distance of y . within (model): model x is within a specified distance of y if any part of model x’s base is within that distance of y. within (unit): unit x is within a specified distance of y if any part of the base of any model in unit x is within that distance of y . Wizard: Unit that can use spells (Magic, 1.0) wound roll modifiers: Add up all modifiers to a wound roll and cap at +1 if the result is a positive value or -1 if the result is a negative value. (Core Rules, 17.1) Your (…) Phase: Timing. Only the active player can use abilities with this timing. (Core Rules, 13.0) T errain Feature Te r r a i n Ty pe 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 Large 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 Crypt of Blood Obstacle 1-3 Small-Medium 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 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 – see warhammer-community.com for the most up-to -date list. 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.
Citadel Terrain List p66
T errain Feature Ter ra i n Ty pe Scenery Pieces per Terrain Feature Size Herdstone Faction Terrain 1 Small Idol of the Old Ones Place of Power 1 Small Magewrath Throne Place of Power 1 Small Magmic Battleforge Faction Terrain 1 Small Mawpit Faction Terrain 1 Medium Megadroth Remains Obstacle 1-2 Small Nexus Chaotica 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 Predator and Prey Obstacle 1-3 Small-Medium Ravaged Shrine Obstacle 1-2 Small Ravening Gnarloak Obstacle 1 Small Realmshaper Engine Faction Terrain 1 Small Ruined Domicile Obstacle 1-2 Medium-Large Ruined Realmshaper (Gnarloaks) Obstacle 1-3 Small-Medium Ruined Realmshaper (Realmshaper Engine) Place of Power 1 Small Ruined Spawning Pool Obstacle 1-2 Small-Medium Scales of Talaxis Obstacle 1-3 Small-Medium 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 Stormreach Portal Faction Terrain 1 Small Sundered Fate Obstacle 1-3 Small-Medium 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
Rules Updates Aug 2026
Contents p1
CORE BOOK � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 2 Core Rules � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 2 dvanced Rules � Pa th to Glory: Ascension lossary atched Play: First Blood SPEARHEAD BOOKS � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 15 Spearhead: Fire and Jade � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 15 pearhead: Sand and Bone pearhead: City of Ash GEN ER A L’S H A N DBOOK S � � � � � � � � � � � � � � � � � � � � � � � � � � 2 0 General’s Handbook 2024-25 � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 20 eneral’s Handbook 2025-26 � eneral’s Handbook 2026-27 FACTION PACKS � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 26
Attletomes � p1
Battletome: Blades of Khorne � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 34 attletome: Cities of Sigmar attletome: Daughters of Khaine attletome: Disciples of Tzeentch attletome: Flesh-eater Courts attletome: Gloomspite Gitz � attletome: Hedonites of Slaanesh attletome: Helsmiths of Hashut Ba ttletome: Idoneth Deepkin Battletome: Kharadron Overlords � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 52 attletome: Lumineth Realm-lords attletome: Maggotkin of Nurgle attletome: Nighthaunt � attletome: Ogor Mawtribes � Battletome: Orruk Warclans attletome: Ossiarch Bonereapers � attletome: Skaven attletome: Slaves to Darkness attletome: Soulblight Gravelords � attletome: Stormcast Eternals Ba ttletome: Sylvaneth � PATH TO GLORY BOOKS � � � � � � � � � � � � � � � � � � � � � � � � � � � � 73 Path to Glory: Ravaged Coast � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 73 Pa th to Glory: Blighted Wilds
Key p1
Rules are updated regularly, with the type of change made indicated by one of the following ‘badges’: ✹ NEW T his shows that a rules update is new since the last time this document was published � UPDATED T his shows that an existing rules update has changed since the last time this document was published�
Eleted p1
T his shows that the rules update no longer applies (the text will also be scored out like this )� ore recent rules updates always take precedence over earlier versions�
Produced by the Warhammer Design Studio p1
With thanks to The Faithful and The Loretesters for their invaluable services. © Copyright Games Workshop Limited 2026 � GW, Games Workshop, Warhammer, Citadel, Warhammer Age of Sigmar, Battletome, Stormcast Eternals, the ‘winged- hammer’ Warhammer logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world � All Rights Reserved � Permission to download/print for personal use only� May not be used or reproduced in any manner for text and data mining activities or developing or training artificial intelligence models or systems � Games Workshop Ltd., Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom Games Workshop Limited – Irish branch Unit 3, Lower Liffey Street, Dublin 1, D01 K199, Ireland
2.2 Dice p2
Add the following: ‘• ome 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�’
7.0 Comb Atr Ange p2
Add the following: ‘A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it �’
1 5.6 Charge Moves p2
Add the following: ‘Some rules reference a unit finishing or ending a charge move � This is considered to occur when a Charge Move ability that unit used resolves and the unit has charged as part of that ability �’
18.3 Slain Models p2
Add the following: ‘You must remove the fewest models possible to make the unit a single coherent group�’
24.2 Replacement Units p2
Add the following: ‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced �
27 .0 Modifier Order p2
Add the following: ‘The effects of some abilities (e �g� ‘An Excess of Depravity’) allow you to replace a roll with a fixed value � When doing so, you must replace the roll before rolling the dice for it �’
30.0 Order of Effects p2
Add the following: ‘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 �’
5.2 Using Abilities p2
Change point 2 (Use Reactions) to: ‘Starting with the player using the ability, the players alternate using any abilities with an appropriate Reaction timing� Players can choose to pass instead of using a reaction, but once both players consecutively pass, no further reactions to that ability can be used�’
6.0 Visibility p2
Add the following: ‘If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target� You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible�’
10.1 Universal Deployment Phase Abilities p2
Change the last sentence of ‘Deploy Regiment’ to: ‘You cannot set up units that are not in that regiment on the battlefield or in reserve as part of any of those Deploy abilities �
14.4 Combat Ph a Se p2
In the declare step of the ‘Fight’ ability, change ‘ pile-in move (see 15�4 )’ to ‘pile-in move (see 15�3 )’� dd the following section to the Core Rules:
‘15.5 Overhanging Models p2
Some models overhang their base � When moving models, overhanging parts should be treated as if they do not exist when determining where a model could be placed � Where possible, a model should be rotated to allow for another model to end a move in proximity to it � When rotating a model this way, the base must occupy the same position – a circular base may be rotated any amount, while an oval base may only be rotated 180° � Otherwise, mark down the location of where the model should end its move (such as with an empty base of the same size) and place the model to the side � Return the model to the table as soon as it is physically possible to do so �’
19.0 Strike-First and Strike-Last p2
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-Fight combat phase abilities have been used’ �
Addenda p2
The following rules updates add text in order to clarify ambiguities and/or avoid unintended interactions � The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
20.0 Weapon Abilities p3
Change the Companion weapon ability to: ‘Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e�g� ‘Covering Fire’)�’
22.0 Retur Ning and Adding Models p3
Replace: ‘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 phase � with: ‘In either case, set up those models, one at a time within coherency range (see 15�1 ) of the model(s) in that unit that were not returned or added this phase � If that unit has 7 or more models (including the model being set up), it must be set up within coherency range of at least 2 other models in that unit that were not returned or added this phase �’
25.0 Guarded Hero p3
In the effect of ‘Guarded Hero’, replace: ‘If this Hero is Infantry, they cannot be picked as the target of shooting attacks made by units more than 12" from them �’ ith: ‘If this Hero is Infantry, they cannot be picked as the target of shooting attacks made by models more than 12" from them �’
32.1 Contesting Objectives p3
Change the second paragraph to: ‘Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32 �2 )� Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest � Then, their opponent does the same � esigner’s Note: For purposes other than determining objective control, a unit can contest more than one objective. ’
32.2 Objective Control p3
Change the first sentence to: ‘In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn , follow this sequence for each objective in an order chosen by the active player:’
32.3 Terrain Control p3
Change the text to: ‘Some battleplans require you to gain control of terrain features � Terrain features are contested and controlled in the same way as objectives, but terrain features do not remain in your control if your units are no longer contesting them � For the purposes of determining objective control and terrain feature control, each unit can contest 1 objective and 1 terrain feature at the same time � esigner’s Note: For purposes other than determining terrain feature control, a unit can contest more than one terrain feature.’
Core Rules p4
In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
2.2 Dice p4
Q: If an ability allows me to re-roll one dice from an XD6 roll (e.g. the Blades of the Hollow King ‘Aurelias’ ability), could I then use a different ability to re-roll the entire XD6 roll? A: No�
4.0 Warscrolls p4
Q: How should I resolve an ability that refers to an enemy’s Control characteristic (e.g. Ushoran’s ‘Shroudcage Fragment’) if the target does not have a Control characteristic (e.g. a manifestation)? A: The target is treated as having a Control characteristic of 0 �
5.0 Abilities p4
Q: Some abilities (e.g. ‘All-out Attack’) have a red timing bar. Can these abilities only be used in the combat phase? A: No� The words in the timing bar or, in the case of reactions and passive abilities, the specific wording of the ability will let you know exactly when you can use it; the colour is just there as a play aid� If a phase is not specified, the colour indicates the most common phase it is used in or, if it is used in multiple phases equally, the timing bar is black � : Some abilities have a green timing bar. What does this mean? A: The green timing bar is used to indicate defensive abilities, many of which can be used in multiple phases � : Are non-passive abilities such as ‘Burning Wyrdflame’ optional to use? A: Yes� You must apply the effects of passive abilities and abilities that state that they must be used if it is possible to do so, but all other abilities are optional to use �
5.1 Keywords p4
Q: In ‘Pick a friendly non- Hero Legion of the First Prince Daemon Infantry or Cavalry unit that has been destroyed to be the target’ (and similar wordings with multiple keywords), does ‘Cavalry unit’ mean just that (i.e. with no other keywords) or does it mean ‘ friendly non- Hero Legion of the First Prince Daemon Cavalry unit’? A: It means ‘friendly non- Hero Legion of the First Prince Daemon Cav alry unit’� Q: Where an ability references multiple keywords but has ‘non-’ at the start of the sequence of keywords (for example, the Skaven Brood Terror’s Lend a Claw ability which targets ‘non- Skryre Moulder’ units’), does this mean the target must not have any of the keywords listed (in this example, the target couldn’t have Skryre or Moulder keywords), or does it mean the target cannot have the first keyword but must have the second (in this example, it cannot have Skryre but must have Moulder)? A: The ‘non-’ only relates to the keyword it is directly attached to� Therefore, in the example given, the target cannot have the Skryre keyword but must have the Moulder keyword� If the intent were to exclude both keywords, then it would be expressed as ‘non-Skryre non-Moulder’�
5.2 Using Abilities p4
Q: When resolving the effect of an ability that refers to a Save characteristic of 3+ or better (e.g. the ‘Cloying Quagmire’ spell), what does ‘or better’ mean? A: It means any Save characteristic with a lower value than 3+, such as 2+, that better protects against incoming damage � : If an ability allows another friendly unit to be picked to use a Fight ability immediately after a friendly unit has used a Fight ability (for example, the Crypt Haunter Courtier’s ‘Knightly Exemplar’ ability), does the second unit being activated have to meet the requirements of the declare step of the Fight ability it is using? A: Yes� So, for example, if the second unit being activated was using the ‘Fight’ ability, it would need to be in combat or have charged in the same turn � : If an ability references a qualifier that multiple objects are tied for (e.g. two terrain features are equally close to an Awakened Wyldwood that is using the ‘Ever Growing’ ability), what happens? A: The player who used the ability chooses which object to affect �
5.3 The Rules of One p4
Q: Are reaction abilities subject to the Rules of One? For example, if a unit has a reaction ability on their warscroll, could they only use it once per phase? A: Yes�
6.0 Visibility p5
Q: If a non-Fly Infantry Hero (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? A: Yes�
7.0 Comb Atr Ange p5
Q: If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? A: No�
Terrain Features p5
Q: If a battleplan instructs you to set up an objective on a corner of the battlefield, should you place the entire 40mm objective marker on the battlefield, or should the centre of the objective marker be on the corner? A: The centre of the objective marker should be on the corner �
9 . 1 .2 Territories p5
Q: If a rule requires that a unit be ‘outside of friendly territory’ or ‘wholly outside of friendly territory’, would a unit that is not on the battlefield (for example a destroyed unit or a unit in reserve) count? A: No�
10.1 Universal Deployment Phase Abilities p5
Q: Can you choose to deploy units that are in a regiment using the ‘Deploy Unit’ ability instead of ‘Deploy Regiment’? A: Yes� However, once a unit in a regiment has been deployed in this manner, you can no longer use ‘Deploy Regiment’ to deploy the remaining units in that regiment, since the declare step of that ability specifies that ‘No units in that regiment can have already been deployed�’ : Is it mandatory for players to set up a faction terrain feature (if one is included on their roster) during the deployment phase? A: No� A player can choose not to use the ‘Deploy Faction Terrain’ ability� However, if both players choose to set up a faction terrain feature, the player who begins deployment must set up their faction terrain features first (as specified in Step 1 of 10 �0 )�
12.0 Start of Battle Round p5
Q: When determining the active player, how do you determine when a player has ‘ finished setting up their army’? A: A player has finished setting up their army when all units in their army have been deployed � This means that non- Deploy Deployment Phase abilities (e �g� The Masque’s ‘The Endless Dance’ ability) happen after your army has ‘finished setting up’ �
1 4.3 Charge Phase p5
Q: When using the ‘Charge’ ability, does my unit need to end the charge move within ½" of an enemy unit that was visible to the charging unit at the start of that charge move? A: No� It must end the charge move within ½" of an enemy unit that is visible to the charging unit when it finishes that charge move� : If an ability adds or subtracts to the number of dice that make up a charge roll, is that a modifier to the charge roll? A: No�
15.2 Moving Across Terrain p5
Q: The rules for moving across terrain state that a model cannot end a move mid-climb. How can you tell if a model is mid-climb? A: A model is mid-climb if it is not possible to rest it on its base in that location without additional support � As there is a wide variety of terrain and models, it is acceptable for a model to end a move with its base at a slight angle because of uneven terrain beneath it, but at least half of its base must be within 1" of the terrain feature that the model is on or it will be considered mid-climb �
15.4 Flying p5
Q: If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does Fly allow that unit to move across an enemy unit’s combat range? A: Yes�
16.0 Picking Targets p5
Q: When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? A: No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to � : When a unit uses a Shoot ability, does it have to shoot with all of the ranged weapons that it is armed with? A: Yes�
17.0 The Attack Sequence p5
Q: If an ability allows a unit to score critical hits on unmodified rolls of 5+, but that unit needs a 6 to hit (e.g. as a result of subtracting 1 from hit rolls), would unmodified hit rolls of 5 hit the target? If so, would they still trigger any critical hit effects? A: Although the hits would count as critical hits, the attacks would not score a successful hit � As the attack sequence ends if an attack fails, effects such as Crit (2 Hits) or Crit (Auto-wound) would have no effect� However, effects that are resolved immediately, such as Crit (Mortal), would still be triggered by those critical hits �
Core Rules p6
Q: If a unit is affected by two different abilities (such as the Ashen Elder’s ‘Stoked Fanaticism’ and the Taar’s Grand Forgehost spell ‘Reinforce Daemonsteel’) that would let it ignore the first damage in a phase, will it ignore the first and second damage points in that phase? If a unit takes damage in a phase before being affected by an ability that would let it ignore the first damage in a phase (e.g. by killing models that brought it wholly within such an effect), will it ignore the next damage point it would take that phase? A: No and no� It will only ever ignore the first damage point that was dealt to that unit in that phase �
18.3 Slain Models p6
Q: Do models removed as a result of a unit being out of coherency count as having been slain? A: Yes�
19.0 Strike-First and Strike-Last p6
Q: Can I use an ability that allows a friendly unit that does not have Strike‑first to fight immediately after a friendly unit that has Strike‑first if there are one or more enemy units with Strike‑first that have not yet been picked to fight? A: No� As mentioned in the sidebar next to 19 �0 , abilities that allow a unit to use a Fight ability immediately after another unit do not override the Strike - first constraints, so you cannot pick a unit that does not have Strike - first to fight until all other units that have Strike- first have fought� : If a friendly unit is the only unit that has Strike ‑f irst on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? A: If you are the active player, the unit that has Strike-first would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i � e� three friendly units would fight back to back)� If your opponent is the active player, the unit that has Strike-first would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight � Q: In the combat phase, if all eligible non- Strike‑l ast units have used a Fight ability, which player gets to pick the first Strike ‑ ast unit to fight? A: The alternating sequence of picking units to use a Fight ability would continue and so the player who did not pick the last non- Strike-last unit would get to pick the first eligible Strike-last unit in their army to use a Fight ability
20.0 Weapon Abilities p6
Q: Can I combine multiple instances of the same weapon ability? For example, if a weapon already has Anti ‑I nfantry (+1 Rend) and it can also gain that ability from another source, would it now have +2 Rend against Infantry units? A: No� : If a weapon has the Companion weapon ability, would it be affected by friendly abilities that grant new weapon abilities or that modify weapon abilities that the weapon already has? A: No, unless the ability specifically names the weapon or states that it affects Companion weapons�
21.0 He a Ling p6
Q: If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? A: Yes�
24.0 Setting Up Units p7
Q: Can a unit use a Move ability and then be affected by an ability which removes them from the battlefield and sets them up again in the same movement phase? For example, could a friendly non -Mo nster Stormcast Eternals unit move to be wholly within 6" of a Stormreach Portal, and then in the same movement phase use the ‘Step Into the Storm’ ability? A: Yes� Units cannot use Move abilities in the movement phase after being set up on the battlefield that turn, but are able to use Move abilities before doing so �
24.2 Replacement Units p7
Q: If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement? A: No� : If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions? A: No� As stated in 24 �2 , you can pick any models from the original unit to be set up in the replacement unit � : If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit? A: No� A replacement unit is treated as a new unit with a new unit size�
25.0 Guarded Heroes p7
Q: If an ability allows me to ignore the effects of the ‘Guarded Hero’ ability when picking targets (e.g. the Warlock Engineer’s ‘Sniper- master’ ability), would the attacking unit still be affected by the -1 to hit penalty from ‘Guarded Hero’? A: Yes�
26.0 Random Characteristics p7
Q: Do you roll a random characteristic roll before or after declaring a Run ability? A: After declaring it and after all reactions are used �
28.0 Advanced Ability Rules p7
Q: If a rule says to pick a number of units with one keyword or another (e.g. ‘Pick up to 3 friendly Skink Infantry or Cavalry units’), could you pick a combination of units with either keyword, or do all the units you pick need to have the same keyword? A: You can mix and match� In the example given, you could pick 1 Skink Infantry unit and 2 Skink Cav alry units� : If a persisting effect applies to a unit that is destroyed, and another ability allows that unit to return to the battlefield (e.g. the ‘Resurrection’ prayer from the Path to Glory: Ascension battlepack), does the persisting effect apply to the returned unit? A: Yes� : If a part of an ability’s effect does not state that you ‘can’ or ‘must’ do it, is it mandatory to resolve that part of the effect? A: Yes� Any part of an effect that is not optional is mandatory � If you cannot resolve one part of an effect, none of it applies � For instance, if a player picked the Wizard casting ‘The Hand of Gork’ to also be the target of the spell, the effect could not be fully resolved – it would be impossible for the target to be removed from the battlefield and set up again wholly within 24" of the caster – and so the spell would have no effect � : Do persisting effects continue to apply to a unit that has been destroyed? A: Yes�
28.2 ‘Once Per’ Timings p7
Q: If an ability that is not on a unit’s warscroll has the ‘Once Per Turn’, ‘Once Per Battle’ or ‘Once Per Battle Round’ timing (without ‘(Army)’ afterwards), can multiple friendly units use that ability in that time period? A: It depends on who is using the ability (see the sidebar next to 28�2 )� If a unit is using the ability (i � e� the declare step specifically says to pick a unit to use it), then each unit could use that ability in that time period � If the player is using the ability (i � e� nothing in the ability specifically says that it is used by a unit), it can only be used once in that time period � Note that picking the target of an ability is not the same as picking a unit to use that ability �
32.3 Terrain Control p7
Q: If a player controls a piece of terrain, can a unit be counted towards contesting a different piece of terrain while still maintaining control of the first piece? A: Yes�
Magic, 7.0 Manifestations p8
Replace: ‘No more than 1 friendly Wizard or Priest can attempt to summon the same manifestation per turn �’ ith: ‘No more than 1 friendly Wizard or Priest can attempt to summon the same manifestation per turn, and a friendly Wizard or Priest cannot attempt to summon a friendly manifestation that was removed from play in the same turn �’
Magic, 7.2 Banishing Manifestations p8
Add the following to the declare step of ‘Banish Manifestation’: ‘Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first �’
Terrain, 1.5 Faction Terrain p8
Add the following to the bulleted list: ‘• f a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit � errain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move)� action terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units �’ Add the following: ‘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 � f 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 �’
Army Composition, 3.5R Egiments Ofr Enown p8
Add the following: ‘• ou cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile � nits 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 � f 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 �’
Addenda p8
The following rules updates add text in order to clarify ambiguities and/or avoid unintended interactions �
Commands, 4.0 Shooting Phase Commands p9
Change the ‘Covering Fire’ declare and effect to: ‘Declare: Pick a friendly unit that did not use a Run ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target � You cannot pick Manifestations or faction terrain features as the target of this ability � ffect: Resolve shooting attacks for the unit using this ability against the target � You must subtract 1 from the hit rolls for those attacks �’
Behind Terrain p9
Change the last sentence to: ‘Ignore parts of the terrain feature within the attacking model’s combat range for the purposes of determining if the target is behind that terrain feature �’
Terrain, 1.2 Universal Terrain Abilities p9
In the ‘Cover’ ability, change ‘ charged’ to ‘charged this turn’� hange ‘Obscuring’ to: ‘Obscuring: A unit cannot be targeted by shooting attacks made by enemy units that are not within its combat range if it is behind or wholly on this terrain feature, unless it has the Fly keyword�’
Terrain, 1.5 Faction Terrain p9
In the first bullet point, change ‘In the charge phase and the combat phase’ to ‘In the combat phase’�
Magic, 2.0 Spells p9
Change the third paragraph to: ‘Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value � So long as the spell is not unbound (see 4�0 ), then it is successfully cast : resolve its effect�
Magic, 3.0 Prayers p9
In the second paragraph, change ‘On a chanting roll of 2 or more ’ to ‘On an unmodified chanting roll of 2 or more ’�
Magic, 7.0 Manifestations p9
Change the sixth bullet point to: ‘Manifestations that have a Move characteristic of 0" (‘-’) cannot move� For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase � Units can finish a charge move within ½" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within ½" of an enemy unit �’
Army Composition, 1.3 Battle Profiles p9
Change the final sentence to: ‘Battle profiles for each unit are available at warhammer-c ommunity�c om�’
Army Composition, 3.2 the General p9
Change the first sentence to: ‘You must pick 1 Hero in your army that is leading a regiment to be your general� The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Commands, 3.0 Movement Phase Commands p10
Q: If an ability modifies a run roll, does that ability modify the roll made in the ‘Redeploy’ ability, since ‘Redeploy’ has the Run keyword? A: No, named rolls such as run roll are only modified by abilities that specifically call out that type of roll �
Commands, 4.0 Shooting Phase Commands p10
Q: If a friendly unit is in combat and is armed with a weapon that has Shoot in Combat , can it use the ‘Covering Fire’ command? A: No, you can only pick units that are not in combat to use that ability� : If a unit cannot be picked to be the target of shooting attacks (e.g. an Infantry Hero affected by the ‘Guarded Hero’ ability) but is the closest unit to a friendly unit using the ‘Covering Fire’ command, do I still have to target that unit? A: No, you must pick the nearest eligible unit that can be picked to be the target of shooting attacks � : If a faction terrain feature is closer to a friendly unit using the ‘Covering Fire’ command than any other units, do I have to target that faction terrain feature? Can I choose to? A: No to both� However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them � Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would have to target that terrain feature if it was closest � : If a manifestation is closer to a friendly unit using the ‘Covering Fire’ command than any other units, do I have to target that manifestation? Can I choose to? A: No to both�
Commands, 8.0 End of Turn Commands p10
Q: When using the ‘Power Through’ command, can my models pass through enemy models in the target unit or only through the target unit’s combat range? A: Your models can only pass through the target unit’s combat range, unless your unit has Fly or is otherwise allowed to pass through models � : Can faction terrain or manifestations be picked as the target for ‘Power Through’? A: Yes, if it has a Move characteristic greater than ‘-’ �
Terrain, 1.5 Faction Terrain p10
Q: Are faction terrain features still subject to the restrictions in Core Rules, 5.3 The Rules of One? A: Yes� Q: If an ability requires you to set up a unit more than 9" from all enemy units, could you set up a unit within 9" of a faction terrain feature? A: Yes� However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them � Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would not be able to set up a unit within 9" of a faction terrain feature that has a unit on it � : Are faction terrain features affected by friendly abilities (e.g. those that give units the War d keyword)? A: No� : Can faction terrain features use command abilities? A: No, unless that command is on the faction terrain feature’s warscroll � : If an ability or battle tactic requires a unit to be destroyed (e.g. ‘The Blood Tithe’), does destroying a faction terrain feature count? A: No� : Can a unit placed on a faction terrain feature be picked as the target of enemy abilities (as opposed to the target of attacks)? For example, if I were to pick a Shrine Luminor as the target of the Realmshaper Engine’s ‘Power Unleashed’ ability, could I pick the hero placed on the Shrine Luminor as a target of that ability? A: Yes� : Do I need to use a Retreat ability to move away from a faction terrain feature that has a Move characteristic of 0"? A: No, you can use any Move ability� However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them� Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you would have to use a Retreat ability to move away from a terrain feature that has a unit on it �
Magic p10
Q: Can units in my army use the example spell and example prayer from the sidebar? A: No�
Magic, 1.1 Power Level p10
Q: If a unit has multiple power levels (e.g. a Hero that is both a Wizard and a Priest), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify? A: If that ability only targets Wizards or only targets Priests , it modifies the corresponding power level � If it could target either or does not specify the target, it modifies both � In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Magic, 2.0 Spells p11
Q: Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a Spell ability’ for the purposes of abilities like the Tzeentch effect of the ‘Marks of Chaos’ ability? A: No�
Magic, 7.0 Manifestations p11
Q: Are manifestations still subject to the restrictions in Core Rules, 5.3 The Rules of One? A: Yes� : Are manifestations affected by friendly abilities that would normally affect units (e.g. those that give units the War d keyword)? A: No, except for those permitted in Magic, 7 �0 , and those that specifically affect manifestations (such as ‘Banish Manifestation’) � : Can manifestations use command abilities? A: No, unless that command is on the manifestation’s warscroll � : If an ability or battle tactic requires a unit to be destroyed (e.g. ‘The Blood Tithe’), does destroying a manifestation count? A: No� : Do I need to use a Retreat ability to move away from a manifestation that has a Move characteristic of 0"? A: No, you can use any Move ability : If a manifestation has a Move characteristic that is greater than 0", can it use Move abilities in the movement phase of the same turn in which it was set up? A: No� : If a power level 2 or higher wizard miscasts their first spell, could they still use the ‘Banish Manifestation’ ability in that phase? A: Yes� Miscasting only prevents that wizard from using any more spells in that phase � Q: If a manifestation has multiple parts (e.g. Geminids of Uhl -G ysh) and is in combat, can one part of the manifestation be ‘in combat’ while the other is not? If one part is in combat can the other part make a pile-in move? A: If any part of a manifestation is considered to be in combat, the entire manifestation is considered to be in combat � If one part can pile in, all parts can pile in (but must all pile in towards the same enemy unit as per the rules for piling in) � : How does the Prismatic Palisade’s ‘Blinding Light’ ability interact with picking targets for shooting attacks? A: A model in the attacking unit can only make shooting attacks against the target unit if a straight line can be drawn from that model to any model in the target unit without that line crossing the Prismatic Palisade � : Can manifestations use Move abilities in the movement phase of the turn they were set up? A: No� : Can ‘Magical Intervention’ be used to use the ‘Banish Manifestation’ ability after gaining the ability to use ‘Banish Manifestation’ from a Place of Power. A: No� : Are manifestations affected by the ‘Obscuring’ terrain ability? A: No�
Army Composition, 2.2 Armies Ofr Enown p11
Q: When using an Army of Renown, can I pick a faction terrain feature to include on my roster? A: Yes, unless that Army of Renown’s rules specifically state that you cannot include a faction terrain feature �
A Dva Nced Rules p12
Q: When ability A references ability B, where B is in a different ruleset from the one I am using, can I use ability B? For example, if I am playing the Big Waaagh! army of renown and I have Gordrakk in my army, can I use W AAAGH! abilities (i.e. the ‘Ironjawz Waaagh!’ ability) referenced by Gordrakk’s ‘Voice of Gork’ ability? A: No� In the example above, ‘Voice of Gork’ is a reaction to a W aaagh! ability, and as there are no such abilities in the Big Waaagh! faction rules, then the ‘Voice of Gork’ ability cannot be used in a Big Waaagh! army, and neither does it grant access to W aaagh! abilities �
Army Composition, 3.1R Egiments p12
Q: If a Hero is able to join another Hero’s regiment (e.g. The Shadow Queen joining Morathi-Khaine or an Assassin joining a Dreadlord on Black Dragon), do they take the place of a non- Hero unit in that regiment? A: Yes� : Can I add units from other factions to my Heroes ’ regiments? A: No� The only way to add units from other factions to your army is by taking an eligible Regiment of Renown � : If a Hero’s regiment options contain multiple excluded keywords (e.g. non-Beast non-Monster), can it include units in its regiment that have only one of those keywords? A: No, it cannot include units with any of those keywords � Q: Can my army include a War m aster (e.g. Sigvald, Prince of Slaanesh) in another hero’s regiment? A: Yes, but only if your army includes another Wa r m aster unit, since your general must lead a regiment, and you must pick a Wa r m aster as your general if there are any Wa r m aster units in your army�
Army Composition, 3.5R Egiments Ofr Enown p12
Q: If a Regiment of Renown includes a wizard, could that wizard cast spells from a universal manifestation lore that was picked for that army? A: Yes� : If a Regiment of Renown (e.g. the Coven of Thryx) includes one or more manifestations, do those manifestations replace picking a manifestation lore for my army? A: No, they are in addition � : Does a Regiment of Renown require a Hero to lead it? A: No� As stated in 3�5 , Regiments of Renown are pre-built regiments, so they only include the units stated in their unit summary/organisation section �
Army Composition, 4.1 Enhancements p12
Q: If an ability allows a unit to gain an enhancement during a battle (for example, the Sons of Behemat ‘More Stuff for me Collection’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement? A: No� Enhancements added to your army during a battle do not cost any points�
Path to Glory Roster, Step 1 p13
Replace ‘It must have a points value of 300 or less’ with ‘It must have a points value of 350 or less’�
Path of the Mage p13
Change ‘Magical Might’ to: MAGICAL MIGHT: This wizard is invigorated through the harnessing of magic. Effect: If that spell is cast, after resolving the effects of that spell, Heal (D3) this Wizard � Reaction: You declared a Spell ability for this Wizard The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Glossary p14
Change the definition of Champion to: ‘Champion: Model’s weapons have +1 to Attacks characteristic � (Command Models, 1�0 )’ Change the definition of contesting to: ‘contesting: Models contest objectives within their combat range (3")� When determining objective control, the same unit cannot contest more than 1 objective at the same time; the player must pick 1 if more than 1 is within range � (Core Rules, 32�1 )’ Change the definition of Counter-charge to: ‘Counter-charge: Command, 2CP� Charge in enemy charge phase � (Commands, 5�0 )’ Remove the following text from Strike-last : ‘If both players have units with Strike-last , they alternate fighting with those units after all other eligible units have fought, starting with the active player �’ hange the definition of underdog to: ‘underdog: Player with fewest victory points � If tied, there is no underdog for that battle round �’ hange the first sentence of the entry for ‘ modifiers (characteristic)’ to ‘Characteristics cannot be modified to less than 1, with the exception of Rend, which can be modified to 0 �’ Add the following definition: ‘drops: The minimum number of Deploy abilities that a player can use to set up their army � This is usually equal to the number of regiments in their army plus the number of auxiliary units in their army� (Core Rules, 10�1 )’ Add the following definition: ‘fought: A unit has fought if it used any Fight abilities in the same turn �’ Add the following definition: ‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units �’ dd the following definition: ‘used: An ability has been used once it has been declared, whether or not its effect was successfully resolved � (Core Rules, 5�2 )’
Addenda p14
The following rules updates add text in order to clarify ambiguities and/or avoid unintended interactions � The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battleplan 1, Border War p14
Change the first sentence of the Twist rule to: ‘Score 2 additional victory points if you control the objective wholly within enemy territory �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Stormcast Eternals, Vigilant Brotherhood p15
Add the Infantry keyword to the Lord-V eritant’s warscroll � hange the timing of ‘Shield of Azyr’ to ‘Once Per Turn, Your Hero Phase’�
Stormcast Eternals, Yndr Asta’s Spearhead p15
Add the Infantry keyword to Yndrasta’s warscroll �
Sylvaneth, Bitterbark Copse p15
Add the following to the effect of the ‘Seed of Rebirth’ ability: ‘This unit cannot use this ability again for the rest of the battle �’
Flesh-Eater Courts, Carrionr Etainers p15
Add the Reinforcements keyword to the Cryptguard’s warscroll �
Gloomspite Gitz, Bad Moon Madmob p15
Change the timing of ‘The Hand of Gork’ to ‘Once Per Battle (Army), Your Movement Phase’� dd the following to the Battle Traits: ‘One of your units of Squig Hoppers is not set up during the deployment phase� Instead, from the third battle round onwards, they can use the following ability: SQUIGALANCHE: A curious, arrhythmic pounding and cackles of wicked glee in the distance signal the approach of a mob of manic Squig Hoppers! Effect: Set up this unit wholly within your territory, wholly within 3" of a battlefield edge and more than 6" from all enemy units� Your Movement Phase Delete the Reinforcements keyword from the Moonclan Stabbas warscroll �
Task Force p15
Add the Reinforcements keyword (and icon) to the Arkanaut Company and Skywardens warscrolls � n the Arkanaut Frigate’s ‘Bomb Racks’ ability, change the declare step to: ‘Pick an enemy unit that this unit passed across this phase to be the target �’ nd the effect to: ‘Inflict D3+1 mortal damage on the target �’
Idoneth Deepkin, Soulr Aid Hunt p15
On the Isharann Soulscryer warscroll, change the effect of ‘Ritual of the Creeping Mist’ to: ‘On a 3+, until the start of your next turn, subtract 1 from wound rolls for attacks that target that unit �’ hange the timing of ‘Ethersea Predators’ to ‘Once Per Turn (Army), End of Any Turn’� dd the Reinforcements keyword to the Akhelian Allopex warscroll �
Lurid Dr Eam p15
Add the Reinforcements keyword (and icon) to the Slaangor Fiendbloods warscroll � n ‘Temptations of Slaanesh’, lower the number of depravity points needed for the ‘Sadistic Spite’ effect to 18+ and for the ‘Oblivious Indulgence’ effect to 24+� dd the Reinforcements keyword to the Slickblade Seekers warscroll � emove ‘Once Per Turn’ from the timing bar of ‘Locus of Diversion’�
Luminethr Ealm-Lords, Glittering Phalanx p15
Remove the Facet of War keyword from ‘Lightning Reactions’ � hange the ‘Shining Company’ ability to: SHINING COMPANY: Numinous light shines from this aelven formation, bedazzling the foe. Effect: Subtract 1 from hit rolls for attacks that target friendly units � eywords Facet of War Passive The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Slaves to Darkness, Bloodwind Legion p16
Add the following to the Battle Traits: ‘Your Chaos Knights unit is not set up during the deployment phase� Instead, from the second battle round onwards, they can use the following ability: DR EA DED A R R I VA L: To the thunderous beating of flame-trailing hooves and clattering Chaos Armour, the knights arrive to shatter the enemy. Effect: Set up this unit wholly within your territory, within 1" of a battlefield edge and more than 6" from all enemy units � Your Movement Phase Also, in ‘The Dread Banner’, change the declare step to ‘Pick a friendly Chaos Warriors unit �
Cities of Sigmar, Castelite Company p16
Change the timing of ‘The Officar’s Order’ to ‘Once Per Battle Round, Start of Battle Round’ � n the army composition box, change ‘10 Freeguild Steelhelms’ to ‘5 Freeguild Steelhelms, 5 Freeguild Steelhelms’ (i � e� two units of 5 models rather than 1 unit of 10 models) � dd the Reinforcements keyword to the Freeguild Cavaliers’ warscroll � hange ‘For Sigmar, Charge!’ to: FOR SIGMAR, CHARGE!: With their blade raised high, the Marshal signals the charge of the Cavaliers. Effect: Friendly Cava lry units have Strike - first if they charged in the same turn � Passive Add the Reinforcements keyword to the Ironweld Great Cannon� hange the ‘Ironweld Discipline’ regiment ability to: IRONWELD DISCIPLINE : With nerves of steel, the crew of the Great Cannon prepare to fire even as enemies close in on all sides. Declare: Pick your Ironweld Great Cannon to use this ability ffect: Roll a dice� On a 3+, it can use the ‘Shoot’ ability as if it were your shooting phase � Once Per Turn, Enemy Shooting Phase
Ogor Mawtribes, Tyr Ant’s Bellow p16
Change the ‘On the Mawpath’ text to: ‘Your Ironblaster, Mournfang Pack and 1 unit of Ogor Gluttons are not set up during the deployment phase � Instead, from the third battle round onwards, they can use the following ability:’
Soulblight Gravelords, Bloodcrave Hunt p16
Change the Deathrattle Skeletons’ ‘Skeleton Legion’ ability to: SKELETON LEGION: As necromantic energies blanket the battlefield, long-dead warriors stagger to their feet once more, eye sockets aglow with killing light. Effect: For each slain model from this unit, make a legion roll of D6 � For each 6, return 1 slain model to this unit � Your Combat Phase Change the effect of ‘Endless Legions’ to: ‘You can set up a replacement unit with D6 models in friendly territory more than 6" from enemy units�’
Disciples of Tzeentch, Fluxblade Coven p16
Add the Reinforcements keyword to the Kairic Acolytes warscroll � dd the Reinforcements keyword to the Tzaangors warscroll �
Daughters of Khaine, Heartflayer Troupe p16
On the Melusai Ironscale’s warscroll, change the effect of ‘All-Out Slaughter’ to: ‘Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn �’ elete the Reinforcements keyword from the Doomfire Warlocks warscroll �
Pilgrims p16
Delete the Reinforcements keyword from the Bloodreavers warscroll �
Skaven, War Pspark Cl Aw Pack p16
Change the effect of ‘Warpstone Laced Armour’ to: ‘Your Stormfiends unit has Wa r d (5+) for the rest of the turn �’
Maggotkin of Nurgle, Bleak Host p16
Change the final sentence of the effect of ‘Nurgle’s Embrace’ to: ‘On a 5+, inflict 1 mortal damage on that unit (you can pick the same unit more than once)�’
Spearhead: Fire and Jade p17
Q: If a rule requires more friendly models than enemy models to be contesting a terrain feature (e.g. the Ghyran twist ‘Take the Land’ or the battle tactic ‘Hold Ground’), should I use the control scores of my units contesting that terrain feature? A: Yes� In these cases, the rule should be treated in the same way as determining control of a terrain feature (Core Rules, 32 �3 )� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Terrain p17
Add the following: ‘When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on a model in the target unit’s base without that line passing over a terrain feature, the target unit is considered to be behind a terrain feature for that attack �’
Battle Tactics Cards p18
In ‘Monument of Living Bone’, change the effect to: ‘The target is also treated as an objective for the rest of the turn �’
Twist Cards p18
In the Dolorum twist ‘Survivor’s Grief’, replace: ‘Each player scores 1 victory point at the end of their turn for each friendly unit that is destroyed or that is a replacement unit �’ ith: ‘Each player scores 1 victory point at the end of their turn for each friendly unit from their Spearhead that has either been destroyed or replaced this battle, not including replacement units �’
Battleplan: Sand and Bone p18
In step 4 of the Pre-battle Sequence, replace: ‘Then they set up the mystical terrain for that realm battlefield as shown on the deployment maps, if any �’ ith: ‘Then, if you are fighting on the Ossia realm battlefield, set up a Crypt of Blood terrain feature in the middle of the battlefield �’
Terrain p18
Add the following: ‘When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on a model in the target unit’s base without that line passing over a terrain feature, the target unit is considered to be behind a terrain feature for that attack �’
Seraphon, Sunblooded Prowlers p18
Change the timing of ‘Vengeance of Azyr’ to: ‘Once Per Turn (Army), End of Any Turn’� dd the Reinforcements keyword to the Terrawings warscroll � hange the ‘Units’ organisation list to: 5 Saurus Warriors 5 Hunters of Huanchi 3 Terrawings 1 Spawn of Chotec
Cities of Sigmar, Fusil-Platoon p18
In the effect of ‘Adept Tactician’, delete ‘This unit cannot be replaced and does not have the Blackpowder Squire token’ � hange the timing of ‘Well Provisioned’ to: ‘Once Per Turn (Army), Your Shooting Phase’ and the effect to: ‘Roll a dice� On a 3+, add 1 to wound rolls for that unit’s shooting attacks for the rest of the phase �’ hange the effect of ‘Brace!’ to: ‘Your general has Wa r d (5+)�
Ogor Mawtribes, Scr Apglutt p18
Change ‘Better Late than Never’ to: ‘A unit of Ironguts with 4 models is not set up during the deployment phase� Instead, in the third battle round, that unit can use the following ability:’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Spearhead: City of Ash p19
Q: Are relics counted as terrain features for abilities such as ‘Strike and Fade’? A: No� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Morbid Conjur Ation p20
Increase the casting value of ‘Summon Suffocating Gravetide’ to 8 �
Lauchon the Soulseeker p20
Change the second sentence of the effect of the ‘Traverse the Tides of Death’ ability to: ‘It can pass through models during that move but cannot end that move in combat�’
Malevolent Maelstrom p20
Change the declare step of ‘Morbid Detonation’ to: ‘Declare: You must, and can only, use this ability if this unit has 6 maelstrom points� Pick each unit (friendly and enemy) within 9" of it to be the targets �’
Suffocating Gravetide p20
Change the second sentence of the ‘Pulled to the Grave’ ability to: ‘It can pass through models during that move but cannot end that move in combat�’
Purple Sun of Shyish p20
Change the second sentence of the ‘End Given Form’ ability to: ‘It can pass through models during that move but cannot end that move in combat�’ emove the ‘Wild Form’ ability�
Aethervoid Pendulum p20
Change the effect of the ‘Scything Blade’ ability to: ‘This Manifestation can move a distance up to its Move characteristic in one direction (see ‘The Pendulum Swings’) � It can pass through models during that move and can end that move in combat� Then, pick up to 3 enemy units that this Manifestation passed across during that move or that are within ½" o f it to be the targets � Roll a D6 for each target � On a 2+, inflict an amount of mortal damage on the target equal to the roll �’ Ravenak’s Gnashing Jaws Remove the ‘Wild Form’ ability�
Battlepla N: Border War p20
Remove ‘The Vice’ from the list of battleplans that can use the Border War map layout�
Battleplan: Starstrike p20
In the twist, replace: ‘If an objective would be set up wholly or partially on a terrain feature, do not do so� Instead, inflict D6 mortal damage on each unit wholly or partially on that terrain feature �’ ith: ‘If an objective would be set up wholly or partially on a faction terrain feature, that terrain feature and any units on it are destroyed, then the objective is set up normally � If the objective would be set up wholly or partially on other terrain features, do not do so� Instead, inflict D6 mortal damage on each unit wholly or partially on that terrain feature �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Terrain (2025-26) p21
In 1�1 W holly On Terrain and Behind Terrain, change the second paragraph to: ‘When a unit is targeted by an attack, if it is impossible to draw a straight line from the closest point on the attacking model’s base to the closest point on the base of a model in the target unit that is in range without that line passing over that terrain feature, the target unit is considered to be behind a terrain feature for the attack made by that attacking model � Ignore parts of the terrain feature within the attacking model’s combat range for the purposes of determining if the target is behind that terrain feature �’ emove 1�1�1 S hooting from Within Terrain in its entirety � n the ‘Rapid Sprouting’ effect of ‘Activate Place of Power’, replace ‘visible terrain feature’ with ‘visible non- Faction Terrain terrain feature’� n 1�5 F action Terrain, remove the following sentence: ‘While a faction terrain feature is garrisoned , it is a unit (see 1�5�1 )�’ Copied from Advanced Rules section �) n 1�5 F action Terrain, add the following to the bulleted list: ‘• f a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit � errain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move)� action terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units �’ dd the following to 1�5�1 G arrisoning Faction Terrain Features: ‘Units cannot move while they are garrisoned on a terrain feature �’ n 1�5�1 G arrisoning Faction Terrain Features, change the first and second sentences of the second paragraph to: ‘Garrisoned terrain features can use abilities and be affected by enemy abilities, but they cannot be affected by friendly abilities other than Core abilities, abilities on their warscroll and abilities that specifically affect terrain features �’ hange the ‘Obscuring’ universal terrain ability to: ‘Obscuring: While every model in a non- Monster non‐Wa r Machine unit that does not have the Fly keyword is within 1" of this terrain feature, the following apply: Th at unit is only visible to enemy units that are within its combat range� Th e Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch) �’
Commands (2025-26) p21
Change the timing of ‘Covering Fire’ to ‘Enemy Shooting Phase’ � dd the following to the declare step for ‘Covering Fire’: ‘You cannot pick Manifestations or faction terrain features as the target of this ability �’
Magic (2025-26) p21
In the keywords bar of the ‘Unbind’ ability, change the Prayer keyword to the Unbind keyword� hange 1�1 P ower Level to:
‘1.1 Power Level p21
Each Wizard and Priest has a power level shown after the keyword, e�g� Wizard (2)� A Wizard’s casting power level determines how many Spell abilities they can use per phase � Priest’s chanting power level determines how many Prayer abilities they can use per phase �
Multiple Power Levels p21
• I f an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher f an ability modifies a unit’s power level and that unit has more than one power level, it modifies both �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions � Season Rules (2025-26) Add the following rule:
‘Regimented Forces p21
If a player has more regiments than their opponent at the start of the battle, then once per battle, that player can re-roll their priority roll after seeing the result of both players’ rolls but before determining priority for that battle round �’
Terrain, 1.5 Faction Terrain p21
Add the following to the bulleted list: ‘• action terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units �’
Addenda p21
The following rules updates add text in order to clarify ambiguities and/or avoid unintended interactions �
3.0 Prayers p22
Add a chanting value of 2 to the ‘Sacred Rites’ ability � hange the Effect of ‘Sacred Rites’ to: ‘Effect: Give a number to ritual points to the Priest equal to the unmodified chanting roll and do not reset the Priest ’s ritual points to 0�’
3.6 Auxiliary Units p22
Add the following to the end of this section: ‘Each auxiliary unit after the first that is added to your roster will incur a cumulative surcharge of 20 points � For example, the second auxiliary unit will cost +20 points, the third will cost +40 points, the fourth will cost +60 points and so on �’
7.0 Manifestations p22
Add the following sentence to the end of the Declare Step of ‘Banish Manifestation’: ‘You cannot pick the same Manifestation to be the target of this ability more than once per turn �’
Magic, 7.2 Banishing Manifestations p22
Add the following to the declare step of ‘Banish Manifestation’: ‘Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first �’
Army Composition (2025-26) p22
Replace the second bullet point of 3 �5 R egiments of Renown with: ‘• nits 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 �’ n 4�1 E nhancements, change: ‘Enhancements cannot be given to Regiment of Renown units’ To: ‘Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name �’
Manifestation Lores, Twilit Sorceries p22
Add the following to the effect of ‘Summon Geminids of Uhl- Gysh’: ‘A Geminids of Uhl-Gysh endless spell has 2 parts that must be set up within 9" of each other �’
Shards of Valagharr p22
In the effect of ‘Phantasmal Translocation’, replace ‘not in combat’ with ‘more than 3" from all enemy units’ �
Battleplan: Liferoots p22
In the battleplan rules, replace ‘for each terrain feature they control’ with ‘for each non- Faction Terrain terrain feature they control’�
Battleplan: Linked Leylines p22
In the battleplan rules, change: ‘A linked ley line is formed across the battlefield (long edge to long edge or short edge to short edge)’ To: ‘A linked ley line is formed from the middle of one edge of the battlefield to the middle of the opposite edge’
Battleplan: Paths of the Fey p22
Change the effect of ‘The Spirit Paths Open’ to: ‘All units, excluding faction terrain and Manifestations , within 6" of any target objectives must be removed from the battlefield by their commander� Those units are vanished � Then, starting with you, players must take it in turns to set up each friendly vanished unit wholly within 3" of either target objective and more than 3" from all enemy units � Those units cannot use Move abilities in the first movement phase of the battle round � If it is impossible for a unit to be set up in this way, it is set up in reserve as a lost unit �
Battleplan: Creeping Corruption p22
Change the effect of ‘Propagation’ in the ‘Pulsing Life Energies’ ability to: ‘Add 1 to casting rolls, chanting rolls and banishment rolls for each unit crossed by the line for the rest of the battle round �’
Battleplan: Gr Asp of Thorns p22
Add the following to the end of ‘Carnivorous Flora’: ‘That objective cannot be moved while there are any entangled models contesting it �’
Battle Tactic Card 2 : Restless Energy p22
In the Strike and Domination battle tactics, replace ‘control every objective’ with ‘control every objective that can be controlled’ �
Battle Tactics Card 3 : Intercept Andr Ecover p22
Add the following to the top of the battle tactics card: ‘If an ability would remove a unit that was carrying treasure from the battlefield and that unit is not set up again as part of the same ability (e�g� ‘Dark Apotheosis’ or ‘Red Ruin’), before removing that unit from the battlefield, your opponent must give the treasure it was carrying to another one of their units that does not have a Ghyranite treasure within 3" of that unit � If this is not possible, that unit counts as having been destroyed for the purpose of this battle tactics card �’
Battle Tactics Card 5 : Scouting Force p23
Replace: ‘At the start of the battle, every friendly non- Hero Infantry and non-Hero Cava lry unit wholly within friendly territory becomes a scout unit� with: ‘At the start of the battle, pick each friendly non- Hero Infantry and non-Hero Cava lry unit that was not set up in reserve using a Deploy ability to become a scout unit� In the Strike: Bold Explorers battle tactic rule, replace ‘3 or more objectives or terrain features’ with ‘3 or more objectives or non -F action Terrain terrain features’� n the Domination: Courageous Adventurers battle tactic rule, replace ‘is contesting a terrain feature’ with ‘is contesting a non -F action Terrain terrain feature’�
Battle Tactics Card 6 : Attuned to Ghyran p23
Change the Strike: Fey Strikes battle tactic rule to: ‘You complete this battle tactic at the end of your turn if all the following are true: t least 2 friendly units moved as part of a Retreat ability this turn� Those units are lure units� t least 2 other friendly units charged this turn and at least 1 of those units ended the charge move in combat with an enemy unit from which any lure units retreated �’
Glossary 2025-26 p23
In the glossary entry for Strike-last , remove ‘, starting with the active player’� hange the first sentence of the entry for ‘ modifiers (characteristic)’ to ‘Characteristics cannot be modified to less than 1, with the exception of Rend, which can be modified to 0 �’
General’s Handbook 2025-26 p24
Q: Can I complete the same battle tactic multiple times in a battle? A: No, unless specified otherwise �
1.0 Battle Tactics Overview p24
Q: If I have met the conditions to complete a battle tactic can I choose not to complete that tactic at the end of my turn? A: No� If the conditions are fulfilled and you have not already scored a battle tactic from that card this turn, you must score that battle tactic �
Commands p24
Q: If a unit uses ‘All-out Attack’ in the shooting phase and the combat phase, do I subtract 2 from save rolls for that unit? A: No� Persisting effects (see 28 �1 ) count as the effects of passive abilities for their duration, so units cannot be affected by the same persisting effect more than once �
1.2 Universal Terrain Abilities p24
Q: While every model in a friendly non- Monster unit is within 1" of an Obscuring terrain feature, are they visible to friendly units? A: Yes� They are just not visible to enemy units outside of their combat range� : When a Hero uses ‘Activate Place of Power’ and picks Tap the Ley Lines, can they use both the ‘Unbind’ ability and the ‘Banish Manifestation’ ability in the same phase? A: No�
1.5 Faction Terrain p24
Q: If a hero is garrisoning a faction terrain feature, can it still be picked as the target of abilities other than attacks? A: Yes�
2.2 Armies Ofr Enown p24
Q: Can I use Scourge of Aqshy enhancements, lores and battle formations in an Army of Renown? A: No�
Battleplan: Creeping Corruption p24
Q: How does damage inflicted by ‘Pulsing Life Energies’ interact with The Shadow Queen’s ‘Iron Heart of Khaine’ ability? A: Since the damage is inflicted in the Start of Battle Round timing window, before either player’s turn has started, ‘Iron Heart of Khaine’ would have no effect on those damage points � In addition, those damage points would not count towards the limit on damage allocation from ‘Iron Heart of Khaine’ in the next turn �
Battleplan: Roiling Roots p24
Q: In the Roiling Roots battleplan, if a unit that has Strike ‑l ast because it is contesting an objective that has been picked as the target of the ‘Tangling Tendrils’ ability, what happens if the models in that unit that are contesting that objective are slain? A: The unit only has Strike-last while any models in that unit are contesting that objective � It loses the Strike-last effect immediately after all of the models that were contesting that objective have been slain and removed from the battlefield �
Battle Tactics Card 3: Intercept Andr Ecover p24
Q: If your opponent has picked the Intercept and Recover battle tactic card and they destroy 2 or 3 of your units that are carrying Ghyranite Treasure in the same turn, and then they choose to go first after going second in the previous battle round, can you remove a Ghyranite Treasure that has not been scored yet from a destroyed unit? A: Yes� : If both players have the Intercept and Recover battle tactic card, what is the order in which players pick units to be carrying Ghyranite Treasures? A: The attacker picks all their units first, then the defender picks all their units � In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Army Composition 2026-27, 3.6 Auxiliary Units p25
Add the following to the end of this section: ‘Each auxiliary unit after the first that is added to your roster will incur a cumulative surcharge of 20 points � For example, the second auxiliary unit will cost +20 points, the third will cost +40 points, the fourth will cost +60 points and so on �’
Battle Tactics Card 3: Flanking Fir Estorm p25
In the Affray: Ambuscade battle tactic rule, replace ‘objectives or terrain features’ with ‘objectives or non- Faction Terrain terrain features’�
✹ New p25
Q: When using ‘Eruption of Fury’, can I use a reaction to pick another unit to use a Fight ability immediately after? A: No – while you can use reactions to ‘Eruption of Fury’, abilities that let you pick a unit to immediately use a Fight ability do not override the restrictions of the Fight ability� As a result, you cannot use them to have a unit fight outside the combat phase �
✹ New p25
Q: Do Strike‑f irst or Strike‑l ast have any effect when using ‘Eruption of Fury’? A: No� : In the Hidden Under Ash-clouds battleplan, are the ash-clouds low-lying during the deployment phase? A: Yes, as there is no underdog during the deployment phase � : When applying the effect of ‘Fight Through the Pain’, are rage dice spent one at a time or all at once? A: All at once�
Battle Tactics Card 3: Flanking Fir Estorm p25
Q: In Ambuscade, for a unit to be ‘more than 6" from friendly territory’, can any model in that unit be within 6" of friendly territory? A: No�
Battle Tactics Card 6: Legend of the Parch p25
Q: Can you score Command from the Front if a friendly Hero is in reserve? A: No, as that Hero is not within 9" of an enemy unit �
Battleplan: Seize the Embers p25
Q: In the Seize the Embers battleplan, can a unit bring an emberstone nugget into reserve? A: Yes� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Battle Traits p26
Change the timing of the ‘Rune of Relentless Zeal’ ability to ‘Once Per Battle (Army), Your Movement Phase’ and the timing bar colour to grey� hange the ‘Rune of Farsight’ to: RUNE OF FARSIGHT: Empowered by this rune, the Fyreslayers hurl their throwing axes into the enemy with devastating accuracy. Declare: You can only use this ability if you have not used any Ur-gold Rune abilities this battle round � Pick any number of enemy units that are within 10" of and visible to any friendly Fyreslayers units to be the targets � ffect: Roll a D3 for each target � On a 2+, inflict an amount of mortal damage on the target equal to the roll � In addition, for the rest of the battle round, ranged weapons, including Companion weapons, used by friendly Fyreslayers units have Crit (2 Hits)� eywords Ur-gold Rune Once Per Battle (Army), Any Shooting Phase
Battle Formations p26
Change the effect of the ‘Bulwark of Molten Stone’ ability to: ‘Effect: Add 1 to save rolls for friendly Fyreslayers Infantry units while they are wholly within friendly territory �’
Prayer Lore p26
In the effect of ‘Wrath of Vulcatrix’, change the second paragraph to: ‘If the chanting roll was 8+, for the rest of the turn, add 1 to the Attacks characteristic of the target’s Companion weapons for every 4 damage points the target has instead �’
Auric Runeson on Magmadroth p26
Change the effect of ‘Vying for Glory’ to: ‘Effect: Each time this unit destroys a Monster , add 1 to the Attacks characteristic of this unit’s Ancestral Weapons for the rest of the battle� This unit can be affected by this ability multiple times and the effects are cumulative �’
Auric Runesmiter p26
Change the Declare step of ‘Magmic Tunnelling’ to: ‘Pick this unit and any number of other units in its regiment if none of those units have been deployed to be the targets �’
Auric Runesmiter p26
Change the effect of ‘Emergence’ to: ‘Set up this unit anywhere on the battlefield more than 9" from all enemy units � Then, set up the other units that were set up underground with it (if any) wholly within 6" of this unit and more than 9" from all enemy units �’
Battle Traits p26
Add the following after the first sentence of the effect of ‘Trampling Charge’: ‘Add 2 to the roll if this unit is a Monster � ’
Prayer Lore, Everwinter Prayers p26
In the effect of ‘Call of the Blizzard’, replace: ‘if the chanting roll was 10+’ with: ‘if the chanting roll was 8+’ � Change the chanting value of ‘Pulverising Hailstorm’ to 4, and in the effect replace: ‘If the chanting roll was 10+’ with: ‘If the chanting roll was 8+’�
Frostlord on Stonehorn p26
Change the timing of the ‘Frost Spear’ ability to ‘Passive’ �
Mawpit p26
Change the terrain abilities paragraph to: ‘The following universal terrain abilities apply to this terrain feature (Terrain, 1�2 ): Cover, Impassable’ In the ‘Step Away from the Maw’ ability, change ‘Declare: ’ to ‘Effect:’� Change the declare step of ‘Feed the Maw’ to: ‘Declare: If this terrain feature does not have a Head Butcher, pick a friendly Butcher or Slaughtermaster within 3" of it and not in combat to be the target �’ Change the effect of ‘Step Away from the Maw’ to: ‘Effect: If this terrain feature has a Head Butcher that was not placed on it this turn, set up the Head Butcher on the battlefield wholly within 3" of this terrain feature and not in combat � That unit is no longer a Head Butcher�’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Kr Agnos p27
Change the timing of the ‘End of Empires’ ability to ‘Your Charge Phase’ and the effect to: ‘Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly Destruction units while they are wholly within 12" of this unit, to a maximum of 3 �’
Battle Traits p27
Change ‘The Great Plan’ to: THE GREAT PLAN: The Seraphon look to the heavens for guidance, scrying the stars above in the hope that the Great Plan is revealed to them. Declare: You must use this ability � Pick an Asterism ability to be prophesied� Eff ect: That Asterism ability can be used for the rest of the battle, but the others cannot, unless prophesied by the ‘Further the Great Plan’ ability � Once Per Battle, Deployment Phase Change ‘Further the Great Plan’ to: FURTHER THE GREAT PLAN: As the battle unfolds, so do the machinations of the Old Ones. Declare: You cannot use this ability in the first battle round � Pick an Asterism that you have prophesied � You cannot pick an Asterism that you have previously picked this battle � If you do not meet the condition below that corresponds to that Asterism, this ability has no effect � • I tzl the Tamer: 3 or more enemy units have been destroyed � uetzl the Preserver: There are no enemy units wholly within friendly territory � otek the Deliverer: The enemy general is in combat or has been destroyed � epok the Seer: There are any friendly Slann units on the battlefield and no friendly Slann units are in combat or have been destroyed � Effect: Pick an Asterism ability to be prophesied � Its effects apply in addition to those of all other prophesied Asterism abilities � Once Per Battle Round, Start of Battle Round
Battle Formations p27
Remove the Core keyword from the Eternal Starhost’s ‘Celestial Translocation’ ability� elete the following from the effect of Eternal Starhost’s ‘Celestial Translocation’ ability: ‘Roll a dice� On a 3+,’ Bastiladon with Solar Engine Add the Skink keyword to the keywords bar �
Sun Blood Pack p27
Change the timing of ‘Venomite Swarm’ to ‘Once Per Turn (Army), Any Combat Phase’�
Lord Kroak p27
In the effect of the ‘Arcane Vassal’ ability: Replace ‘the next Spell ability used by this unit’ with ‘the next Spell ability used by this unit this phase’ � dd the following: ‘The target is treated as the caster for the purpose of other abilities or spell effects, such as ‘Unbind’ or ‘The Earth Trembles’ � n the effect of ‘Supreme Master of Order’, replace: ‘Add 2 to casting rolls for this unit’ with: ‘Add 2 to casting rolls, and add 1 to unbinding rolls and banishment rolls for this unit’ � n the declare step of ‘Celestial Deliverance’, replace ‘12"’ with ‘18"’� Also, change the effect to ‘Inflict D3 mortal damage on each target�’
Slann Starmaster p27
In the effect of the ‘Arcane Vassal’ ability: Replace ‘the next Spell ability used by this unit’ with ‘the next Spell ability used by this unit this phase’ � dd the following: ‘The target is treated as the caster for the purpose of other abilities or spell effects, such as ‘Unbind’ or ‘The Earth Trembles’ � dd a command point cost of 1CP to ‘Celestial Reinforcements’ � hange the effect of ‘Celestial Reinforcements’ to: ‘Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units �’
Saurus Scar-Veter an on Aggr Adon p27
Change the ‘Alpha Roar’ ability to: ‘Declare: Pick this unit and each friendly Aggradon Lancers unit wholly within 12" of it to be the targets � ffect: Add 1 to the Attacks characteristic of the targets’ Companion weapons for the rest of the turn � In addition, place a rage token next to each target, to a maximum of 3 per unit �’
Saurus Astrolith Bearer p27
Change the effect of ‘Celestial Conduit’ to: ‘Effect: If that spell is successfully cast, for the rest of the turn, add 3 to the control scores of friendly Seraphon units while they are wholly within 12" of this unit �’ Ripperdactyl Riders, Terradon Riders Add the following ability:
Dispersed Formation p28
Effect: This unit has a coherency range of 2" � Passive
Battle Traits p28
Change the declare step of the ‘Colossal Slam’ ability to: ‘Declare: Pick a friendly Mega -G argant that has not used a Rampage ability this turn to use this ability, then pick an enemy Monster or War Machine that has a unit size of 1 and is within 1" of it to be the target�’ hange the ‘Gargant Charge’ ability to: GARGANT CHARGE: A charging gargant will flatten anyone in their path. Declare: Pick a friendly Mega-Gargant or Gargant unit that charged this turn to use this ability, then pick an enemy unit that has not been picked as the target of this ability this turn and that is in combat with that unit to be the target � ffect: Inflict D3 mortal damage on the target � Any Charge Phase Designer’s Note: This ability can be used by any number of friendly Mega‑G argant and Gargant units that charged in each turn.
Artefacts of Power p28
Change the timing of ‘Glowy Lantern’ to ‘Passive’, change the timing bar colour to gold and change the effect to: ‘Effect: This unit can use Summon abilities from the manifestation lore you picked during army composition as if it had Wizard (1) �
All Mega-Gargant Warscrolls p28
Add 2 to the Attacks characteristic of Almighty Stomp and Almightier Stomp �
Kraken-Eater Mega-Gargant p28
Change the effect of ‘Get Orf Me Land!’ to: ‘Effect: Roll a dice� On a 2+, move the target 2D6" to a new position on the battlefield more than 1" from all models, terrain features and other objectives � That objective is treated as if it were in the same territories as it was when it was first set up on the battlefield for the purposes of the battleplan �’
Beast -Smasher Mega-Gargant p28
Change the Attacks characteristic of Menhir Club to 5 �
Kr Agnos p28
Change the timing of the ‘End of Empires’ ability to ‘Your Charge Phase’ and the effect to: ‘Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly Destruction units while they are wholly within 12" of this unit, to a maximum of 3 �’
Spell Lore p29
Change the third bullet point in the effect of the ‘Devolve’ spell to: ‘• ach time the target moves, if the caster is on the battlefield, the target must end that move no further from the caster than it was at the start of the move �’
Bestigors p29
Replace the effect of the ‘Despoilers’ ability with: ‘Effect: This unit’s attacks score critical hits on unmodified hit rolls of 5+ for the rest of the turn �’
Ungor Raiders p29
Change the third sentence of the effect of the ‘Hidden Volley’ ability to: ‘Then, in your next movement phase, set up this unit on the battlefield using the ‘Beastherd Ambush’ ability �’
Centigors p29
Add the following weapon profile: MELEE WEAPONS Atk Hit Wnd Rnd Dmg Gutpiercer Spear Anti-Cavalry (+1 Rend), Charge (+1 Damage) 3 4+ 3+ 1 1
Heroic Traits p29
Change the timing of the ‘One Wiv Da Beast’ ability to ‘Once Per Battle (Army), Any Hero Phase’ and the effect to: ‘The next time this phase that this unit uses a Spell ability, instead of making a casting roll for this unit, you can use a value of 6 for the roll that cannot be modified �’ All Warscrolls Remove ‘Orruk’ from the keywords bar �
Maniak Weirdnob p29
Change the effect of the ‘Bone Spirit’ ability to: ‘Effect: Roll a dice� On a 3+, add 1 to wound rolls for the target’s combat attacks for the rest of the turn � This ability also affects Companion weapons� M ANIAK WEIR DNOB, SAVAGE BOAR BOYS,
Savage Boarboy Maniaks p29
Add ‘Companion’ to the War Boar’s Tusks and Hooves weapon profile�
Kr Agnos p29
Change the timing of the ‘End of Empires’ ability to ‘Your Charge Phase’ and the effect to: ‘Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly Destruction units while they are wholly within 12" of this unit, to a maximum of 3 �’
Glaivewraith Stalkers p29
Change the Rend characteristic of the Hunter’s Glaive weapon profile to 1� hange the ‘Unerring Hunters’ ability to: UNERRING HUNTERS: These spectral hunters will hound their prey until the very end of existence itself. Effect: For the rest of the turn, each time this unit makes a pile-in move, add 3" to the distance it can move � Once Per Turn (Army), Any Combat Phase The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions � Other Digital Downloads BATTLETOME SUPPLEMENT:
Lord-Arcanum on Tauralon p30
Change the timing of the ‘Starlight Mantle’ ability to ‘Once Per Turn (Army), Any Combat Phase’�
Aventis Firestrike p30
Change the timing of the ‘Comet Trail’ ability to ‘Once Per Turn (Army), Any Combat Phase’�
Celestar Ballista p30
Change the timing of the ‘Stormbolt Tempest’ ability to ‘Once Per Battle (Army), Any Combat Phase’� BATTLETOME SUPPLEMENT:
Gutter Runners p30
Change: ‘1/10 models in this unit can be armed with Saboteur Bombs’ to: ‘1/10 models in this unit can be armed with Saboteur Bombs in addition to their other weapons’ �
Sigmar p30
Replace the Human keyword with the Sigmarite keyword for the following warscrolls: Battlemage Battlemage on Celestial Hurricanum Battlemage on Griffon Battlemage on Luminark of Hysh Steam Tank Commander Celestial Hurricanum Flagellants Freeguild Marshal on Griffon Luminark of Hysh Steam Tank
Battle Formations p30
In the Thrall Warhost’s ‘Have No Mercy’ ability, change the Darkling Covens keyword to Cities of Sigmar Aelf � n the Grudgebound War Throngs ‘I’ve Seen Worse and Killed Better’ ability, change the Dispossessed keyword to Cities of Sigmar Duardin�
The Emberwatch, the Farstriders p30
Change the ‘Vanguard Chamber’ ability to: VA NGUA R D CH A M BER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chambers are able to outfight forces many times their own limited numbers. Effect: For the rest of the turn, this unit can use Shoot and/ or Charge abilities even if it used a Run or Retreat ability in the same turn � Once Per Turn (Army), Your Hero Phase
Tar Antulos Brood p30
Add ‘Companion’ to the Venomous Bites weapon profile� Fluxmaster, Fatemaster, the Blue Scribes Add ‘Disc of Tzeentch’ to the keywords bar �
Crypt Ghast Courtier p30
Replace the ‘Courtier’ keyword with the ‘ Noble’ keyword�
Maleneth Witchblade p30
Add ‘Anti-Hero (+1 Rend)’ to the Deadly Blades weapon profile� Ad d ‘Crit (Auto-wound), Shoot in Combat’ to the Poisoned Throwing Knives weapon profile�
Sk Aeth’s Wild Hunt p30
Change the description paragraph to: ‘Each model in this unit is armed with Tracker Weapons � The models in this unit are: kaeth the Huntsman (champion, also armed with Wild Hunt Ranged Weapons) • Karthaen, Huntcaller (musician) • Althaen (also armed with Wild Hunt Ranged Weapons) • Sheoch • Lighaen’
Thewur Mspat p30
Change ‘Wa r d (6+)’ to ‘Wa r d (5+)’ in the keywords bar �
The Grym Watch p31
Change the Save characteristic to 6+ and the Health characteristic to 1�
Da Kunnin’ Kr Ew p31
Change ‘Easy Meat’ to: EASY MEAT : Showing weakness to a Kruleboy, even for a moment, is a death sentence. Declare: Pick an enemy unit in combat with this unit to be the target ffect: Roll a dice� If the roll is at least double the target’s Health characteristic, 1 model in the target unit is slain � Once Per Turn (Army), Enemy Hero Phase
Rippa’s Snarlfangs p31
Add the Companion weapon ability to Snarlfang’s Slavering Jaws �
Headsmen’s Curse p31
Change the Save characteristic to 5+ � hange Wa r d (6+) to Wa r d (5+)� elete the trailing comma in the keywords � Thor Ns of the Briar Queen Change Wa r d (6+) to Wa r d (5+)�
Blades of Khorne p31
Add the Blood-hungry weapon ability to melee weapons used by: cyla Anfingrimm alkia the Bloody arrek’s Reavers orechosen of Dromm agore’s Fiends
Kainan’sr Eapers p31
Change the effect of ‘Mir Kainan’ to: ‘While this unit’s Mir Kainan is on the battlefield, this unit has Wizard (1), Relentless Discipline (2) and can be picked as the target of the ‘Immortal Elite’ ability as if it had the Hero keyword�’
Disciples of Tzeentch p31
Delete the Wyrdflame weapon ability from weapons used by: philim’s Pandaemonium atemaster on Disc of Tzeentch luxmaster, Herald of Tzeentch on Disc yes of the Nine
Br Ethr En of the Bolt p31
Replace the Human keyword with the Sigmarite keyword:
Hexbane’s Hunters p31
Replace the Human keyword with the Sigmarite keyword: Myari’s Purifiers Remove Scinari from the keywords bar � Skittershank’s Clawpack Add Wa r d (6+) to the keywords bar � Thyrielle’s Zephyrites Remove the Hero keyword�
Stumblefoot Gargant p31
Change the timing of the ‘Projectile Vomit’ ability to ‘Once Per Turn (Army), Your Shooting Phase’� Th en, in the declare step, replace ‘pick all other units (friendly and enemy)’ with ‘pick each enemy unit’�
Saviours of Cinderfall p31
Change the timing of the ‘Sigmar’s Justice’ ability to ‘Once Per Battle (Army), Deployment Phase’�
The Sternieste Garrison p31
In the Organisation, change ‘Grave Guard’ to ‘Barrow Guard’ �
Neferata’s Royal Echelon p31
In the Organisation, change ‘Black Knights’ to ‘Barrow Knights’ �
The Sorrowmourn Choir p32
Change the effect of the ‘Insubstantial’ ability to: ‘Ignore negative modifiers to save rolls for units in this Regiment of Renown�’
Tribes of the Snow Peaks, Battle Traits p32
Change the effect of the ‘Pledges to the Dark Gods’ ability to: ‘Effect: Each time a friendly Snow Peaks unit uses 1 of the following abilities and the effect of that ability is resolved, gain 1 oath point� • ‘ Oath of Bloodshed’ • ‘Oath of Murder’ • ‘Oath of Supremacy’ • ‘Oath of the Marauder’ • ‘Oath of the Raider’ • ‘Oath of Conquest’ • ‘Oath of Dark Sacrifice’’
The Roving Maw, Battle Traits p32
Rename the ‘Gutbuster Charge’ ability to ‘Trampling Charge’ �
The Roving Maw, Spell Lore p32
Change the effect of ‘Mawmeat’ to: ‘For the rest of the battle, units on or within 1" of the target are vulnerable to Mawpits � This ability has no effect on Roving Maw units or units that have Fly�
Scions of Nulahmia p32
Add Vampire Lord on Nightmare Steed to roster options �
The Croneseer’s Pariahs p32
Change all instances of Cauldron of Blood to ‘Slaughter Queen on Cauldron of Blood or Hag Queen on Cauldron of Blood unit’�
Skaven, Heroic Traits p32
In the effect of ‘Essence of the Gnaw’, replace ‘visible Sk aven unit’ with ‘visible friendly Sk aven unit’� ✹ New HEDONITES OF SLA ANESH,
Infer Nal Enr Aptur Ess p32
In the effect of ‘Like Nails on a Chalkboard’, change the second sentence to: ‘If you roll higher, pick a unit (friendly or enemy) other than the enemy unit using the ‘Eruption of Fury’ ability within that enemy unit’s combat range�’
Seraphon, Saurus Scar-Veter an on Aggr Adon p32
Add the following to the beginning of the declare step of ‘Saurian Ambush’: ‘This unit can use this ability even if it is in reserve’ �
Shadowstalkers p32
Change the first sentence of the effect of the ‘Shadow Lariat’ ability to: ‘If the target is more than 3" from all other enemy units, apply the effect below�’
Seraphon, Sunblood Pack p32
Change the timing of ‘Venomite Swarm’ to ‘Once Per Turn (Army), Any Combat Phase’�
Heroes of the Jade Abbey p32
Replace the Human keyword with the Sigmarite keyword for the following warscrolls: Edmark Valoran, the Manticore Knight Bren Tylis, the Renegade Saint Inara Scion, the Cleansing Blade Jacobus Vine, the Jade Wizard Drasher Vorn, the Rampaging Beast
Jade Abbey p32
Change the timing of ‘Waters of the Everspring’ to ‘Once Per Turn (Army), End of Any Turn’�
Other Digital Downloads p33
In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Armies of Renown p33
Q: Is the Pyrofane Cult Army of Renown in White Dwarf issue 514 legal for Matched Play? A: No, it is a Legends Army of Renown �
Scourge of Aqshy p33
Q: Can I include Scourge of Aqshy units in an Army of Renown instead of their standard version? A: Yes� : Can I include Scourge of Aqshy units in a Regiment of Renown instead of their standard version? A: No�
Fyreslayers, Auric Runeson on Magmadroth p33
Q: Can more than one Scourge of Aqshy Auric Runeson on Magmadroth pick the same Auric Runefather on Magmadroth as the target of their ‘Fire, Blood and Vengeance’? A: Yes� That Runefather had a big family �
Skaven, Grey Seer on Scr Ea Ming Bell p33
Q: If I successfully cast ‘Gnaw Through Reality’ on a Scourge of Aqshy Grey Seer on Screaming Bell, could I then use ‘Tunnels Through Reality’ to remove that unit and set it up wholly within 6" of another friendly Gnawhole? A: No� ‘Gnaw Through Reality’ does not allow the Grey Seer on Screaming Bell to use abilities from the Gnawhole warscroll, only to be treated as a Gnawhole when using those abilities �
Ossiarch Bonereapers, Artefacts of Power p33
Q: Does ‘the Health characteristic of that unit’ in the effect of the ‘Banner of Old Ossia’ ability refer to the unit using the ‘Rally’ command or the unit having slain models returned to it? A: The unit having slain models returned to it �
Seraphon, Heroic Traits p33
Q: Is the halved movement from the ‘Lord of Space and Time’ ability permanent? A: No, it applies only in your opponent’s next turn �
Battle Traits p34
Change the timing of ‘Skulls for the Skull Throne’ to ‘Once Per Turn (Army), Start of Any Turn’� hange the timing of ‘Punish the Pacifist’ to ‘Once Per Turn (Army), Your Combat Phase’� hange the timing of ‘Murder the Mystic’ to ‘Once Per Turn (Army), Your Hero Phase’� hange the timing of the ‘Blood-drenched’ ability as shown: BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy. Effect: After that ability has been resolved, if you unlocked a Blood Tithe ability this turn, pick a friendly Blades of Khorne unit to be the target � The following effects apply to the target for the rest of the battle: Wild‑e yed Brutality : Ignore positive modifiers to save rolls for the target� lood Haze: If the target is Bloodbound , its Blood-hungry weapons have Crit (Mortal)� eapons of Murder : If the target is a non- Monster Daemon unit, add 1 to the Rend characteristic of its Blood- hungry weapons, including Blood-hungry Companion weapons� loodlords Supreme : If the target is a Monster , add 1 to the Damage characteristic of its Blood-hungry weapons� Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability
Bloodletters p34
Change the timing of ‘Ceaseless Violence’ to ‘Once Per Turn (Army), Any Combat Phase’�
Karanak p34
Change ‘Stalk the Prey’ to: ‘Declare: If this unit’s quarry is on the battlefield, pick this unit and up to 1 friendly Flesh Hounds unit to be the targets � ffect: Remove the targets from the battlefield and set them up again on the battlefield more than 6" from this unit’s quarry and more than 9" from all other enemy units � If picked to be a target, the unit of Flesh Hounds must also be set up wholly within 12" of this unit �’
Flesh Hounds p34
Add the following to the end of the second sentence in the effect of ‘Hunters of Mystics’: ‘In addition, your opponent cannot give that Priest any ritual points for the rest of the phase �’
Deathbringer p34
Add the following to the effect of ‘Trophies of Glorious Deaths’: ‘This reaction cannot be used more than once per command �’
Skullgrinder p34
Change the effect of ‘Bone-Crushing Strikes’ to: ‘Effect: Roll a dice� If the roll is equal to or less than the target’s Control characteristic, the target has Strike-last for the rest of the turn �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Bloodthirster of Insensate Rage p35
Change the effect of ‘Outrageous Carnage’ to: ‘Each time an attack made by this unit scores a critical hit, inflict D3 mortal damage on each enemy unit within 8" of it after the Fight ability has been resolved (and continue the attack sequence)�’
Bloodmaster, Her Ald of Khorne p35
Change the last sentence in the effect of ‘The Blood Must Flow’ to: ‘For the rest of the turn, add 1 to hit rolls for combat attacks made by this unit and that friendly Bloodletters unit �
Bleeding Icon p35
Change ‘Sigil of Doom’ to: SIGIL OF DOOM: Shedding gore as it hovers menacingly in the air, the Bleeding Icon is a fearsome portent of doom. Declare: Pick a visible friendly Blades of Khorne unit wholly within 8" of this Manifestation to be the target � Then, pick a passive Blood Tithe ability that you have not unlocked this battle � ffect: Roll a dice� If the roll equals or exceeds the blood tithe points cost of the chosen ability, until the start of your next turn, the effects of that ability apply to the target as if it had been unlocked � Your Hero Phase
Path to Glory p35
In the Path of the Slaughterer, add the following to the effect of ‘Breaker of the Arcane’: ‘An enemy Wizard can be affected by this ability multiple times and the effects are cumulative �’
Spearhead Army, Fangs of the Blood God p35
Change the effect of ‘The Quarry’ to: ‘If no enemy units are the quarry, pick an enemy unit to be the quarry (you can pick an enemy unit in reserve)�’ hange the declare step of ‘Savagery Upon Savagery’ to: ‘Pick a friendly unit in combat to be the target �’ hange the effect of ‘The Scent of Blood’ to: ‘Add 1 to hit rolls and add 1 to wound rolls for combat attacks that target an enemy unit that had any damage points allocated to it this turn �’ hange the effect of ‘Sustained by Gore’ to: ‘ Heal (D3) your general�’
Army Ofr Enown, the Baleful Lords p35
Change the first line of the Roster Options to: ‘A ny Blades of Khorne Monster Hero Daemon unit’ Change the timing of ‘Mage-eaters’ to: ‘Once Per Turn (Army), Reaction: Opponent declared a Spell ability’ Change ‘Born of Butchery’ to: BORN OF BUTCHERY: So long as gore flows in rivers and hate chokes mortal souls, the Baleful Lords shall rise again and anew. Declare: Pick a friendly non-Unique Baleful Lords unit that has been destroyed to be the target � ffect: Roll a number of dice equal to the current battle round number plus the number of units (friendly and enemy) that have been destroyed this battle � If the roll contains 8 or more results of 3+, set up a replacement unit identical to the target on the battlefield, wholly within 7" of the battlefield edge and more than 9" from all enemy units � Once Per Turn, Your Movement Phase Change the timing of ‘Drawn by Blood’ to: ‘Once Per Turn (Army), End of Your Turn’
Army Ofr Enown, Gorechosen Champions p35
Change the effect of ‘The Scarring Blade’ to: ‘Effect: Allocate D3 damage points to this unit (ward rolls cannot be made for those damage points) � For the rest of the turn, add X to the Attacks characteristic of melee weapons used by friendly Gorechosen Champions units for the rest of the turn, where X is equal to the number of damage points allocated to this unit this turn by this ability � or the rest of the battle, this unit cannot use the ‘Hate-fuelled Killers’ ability and cannot be healed �’ hange the effect of ‘The Red God’s Eye’ to: ‘Friendly Gorechosen Champions units have Wa r d (6+)� Change the effect of ‘Hate-fuelled Killers’ to: ‘Effect: The first time each friendly Gorechosen Champions unit would be destroyed, before removing it from play, roll a dice � On a 5+, that unit is not destroyed and any remaining damage points inflicted on it have no effect � Then, Heal (1) that unit�’
Battletome: Blades of Khorne p36
Q: Does the ‘Blood-drenched’ ability have any effect on Skarbrand in The Exiled One Regiment of Renown? A: No� That ability is a Blades of Khorne battle trait and so will have no effect on a unit in a Regiment of Renown � Q: Does Skarbrand’s ‘Skarbrand’s Rage’ ability mean that Skarbrand is affected by the ‘Blood-drenched’ ability in the first turn of a battle? A: No� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Erasmus Zonn, the Enlightened One p37
Change the effect of ‘Realmsphere Mastery’ to: ‘Make an arcane manipulation roll of 2D6 � If the roll equals or exceeds the target’s banishment value, set up an Endless Spell that can be summoned using a Summon spell that this unit can cast within 1" of the target and more than 3" from all enemy units and other enemy Manifestations � If that Endless Spell has multiple parts, both parts must be set up within 1" of the target � This unit has summoned that Endless Spell � If there is already a friendly Endless Spell of the same type on the battlefield, it is immediately banished and removed from play before being set up as described above � Then, the target is banished and removed from play �’
Freeguild Grenadiers p37
Change the Champion keyword to Champion (1/10)�
Outlaw Cannonade Cogfort p37
Change the declare step of ‘Mercenary Attitudes’ to: ‘Pick another friendly non- Unique unit wholly within 12" of this unit to be the target �’
Artefacts of Power p37
Change the first sentence of the declare step of ‘The Sphere Celestial’ to: ‘If this unit is not in combat, pick a point on the battlefield within 1" of this unit and more than 3" from all other units (friendly and enemy) and terrain features to be the target point �’
Army Ofr Enown, Allies of the Free Cities p37
Change the Roster Options to: ‘♦ Any non-Unique Sigmarite units For each Sigmarite unit you include, you can include: • up to 1 Cities of Sigmar Duardin unit (pg 114) • up to 1 Cities of Sigmar Aelf unit (pg 115) ♦ You cannot include Regiments of Renown
Freeguild Gallants p37
Change the effect of ‘Not One Step Back’ to: ‘If this unit has not charged this turn, add 1 to the Attacks characteristic and Damage characteristic of this unit’s melee weapons�
Da Wner’s Triumph p37
Add the following terrain abilities paragraph: ‘The following universal terrain abilities apply to this terrain feature (Terrain, 1�2 ): Cover, Impassable’ (Copied from the ‘Other Digital Downloads’ section for convenience)
Heroes of the Jade Abbey p37
Replace the Human keyword with the Sigmarite keyword for the following warscrolls:
Heroes of the Jade Abbey p37
Edmark Valoran, the Manticore Knight Bren Tylis, the Renegade Saint Inara Scion, the Cleansing Blade Jacobus Vine, the Jade Wizard Drasher Vorn, the Rampaging Beast
Legends Compendium p37
Brethren of the Bolt Hexbane’s Hunters BATTLETOME SUPPLEMENT:
Cities of Sigmar p37
Battlemage Battlemage on Celestial Hurricanum Battlemage on Griffon Battlemage on Luminark of Hysh Steam Tank Commander Celestial Hurricanum Flagellants Freeguild Marshal on Griffon Luminark of Hysh Steam Tank The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Cities of Sigmar p38
Q: Does the ‘Overheating’ ability remove one heat token or one heat token for each 5+? A: One heat token for each 5+� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Battle Traits p39
Add the following to the ‘Blood Rites’ ability: ‘Only one blood rite can be performed per unit destroyed’ �
Mor Athi-Khaine p39
Change the third bullet point of the effect of ‘Iron Heart of Khaine’ to: ‘A friendly Shadow Queen can immediately use the ‘Normal Move’ or ‘Retreat’ ability as if it was your movement phase even if it has already used that ability or another Core ability this phase � esigner’s Note: If the Shadow Queen retreats with the ‘Iron Heart of Khaine’ ability, she cannot subsequently use the ‘Fight’ ability in the same combat phase. ’
Melusai Ironscale p39
Change the ‘Ironscale’s Fury’ ability to: IRONSCA LE’S FU RY: The doctrine of the Melusai Ironscales is simple: every Khainite death must be answered with immediate and shockingly violent vengeance. Declare: Pick each friendly Daughters of Khaine unit within this unit’s combat range to be the targets � ffect: For the rest of the phase, each time a model in a target unit is slain by a combat attack, roll a dice � If that unit is a Blood Sisters or Blood Stalkers unit, roll 2 dice instead � For each 5+, inflict 1 mortal damage on the attacking unit � eywords Exalted Once Per Turn (Army), Any Combat Phase
Path to Glory, Anvil of Apotheosis p39
In the ‘Pick an Archetype’ step, add the following to ‘Champion of the Arena’ and ‘Priestess of Khaine’: ‘Your hero has the Aelf keyword�’
Path to Glory, Path of the Blood Witch p39
Change the timing of ‘A Thousand Cuts’ to: ‘Any Combat Phase’�
Blood Hags p39
Change the Champion keyword to Champion (1/10)� The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battle Traits p40
Change the last bullet of the effect of ‘All Part of the Plan’ to: ‘A friendly Argent Shard is demolished�
Battle Traits p40
Change the declare step of ‘Smoke and Mirrors’ to: ‘Declare: Pick a friendly non-Monster Disciples of Tzeentch unit that was not set up this turn and was not set up using this ability in the previous turn to be the target, then pick a friendly unit that is masked by illusion to be the substitute �’
Spell Lor E, Lore of Change p40
Change the declare step and effect of ‘Fold Reality’ to: ‘Declare: Pick a Disciples of Tzeentch Wizard to cast this spell, then you can pick a friendly non- Monster Disciples of Tzeentch unit wholly within 12" of the caster to be the target � Then, make a casting roll of 2D6 � ffect: Set the target up in reserve masked by illusion � Then, you can pick a friendly unit that is masked by illusion and set it up wholly within 12" of the caster or a friendly Argent Shard and more than 9" from all enemy units � esigner’s Note: Both parts of the effect are optional; you can carry out either part or both.’
Manifestation Lore p40
Change the effect of ‘Summon Tome of Eyes’ to: ‘Set up a Tome of Eyes wholly within 18" of the caster, visible to them and more than 9" from all enemy units �’
Chaos Spawn of Tzeentch p40
Change the effect of ‘Waves of Mutation’ to: ‘Each time this unit or the replacement of this unit is destroyed, set up a replacement unit in reserve masked by illusion � Each friendly Chaos Spawn of Tzeentch unit can be replaced any number of times�’
Magister on Disc of Tzeentch p40
Change the timing of ‘Spellmaster’ to: ‘Once Per Turn (Army), Reaction: You declared a Spell ability for a Wizard within 30" of this unit and the casting roll equalled or exceeded the spell’s casting value and that spell has not been unbound’
Magister p40
Change the timing of ‘Spellmaster’ to: ‘Once Per Turn (Army), Reaction: You declared a Spell ability for a Wizard within 30" of this unit and the casting roll equalled or exceeded the spell’s casting value and that spell has not been unbound’
Blue Horrors and Brimstone Horrors p40
Change the effect of ‘Split Again’ to: ‘Roll a dice for each Blue Horror model in this unit that is slain � For each 3+, if there are fewer Brimstone Horrors models in this unit than its starting size, you can add 1 Brimstone Horrors model to this unit � esigner’s Note: Dice are only rolled for Blue Horror models that are currently slain – models that have been slain and returned to this unit do not count until they are slain once more. When adding Brimstone Horrors to this unit, do not count slain Brimstone Horrors towards the maximum.’ Add the following ability to the Blue Horrors and Brimstone Horrors warscroll: IMMOLATION: Brimstone Horrors are ephemeral things, swiftly self-immolating in an eye-searing blaze after a few delightful moments causing lethal mischief. Effect: Slain Brimstone Horrors cannot be returned to this unit � When setting up a replacement unit for this unit, Brimstone Horror models are ignored when determining the number of models in this unit, and you cannot pick them to be set up� Passive
Army Ofr Enown, or Acles of Fate p40
Change the first sentence of the effect of ‘Shifting Manifestations’ to: ‘If there is already a friendly Manifestation from the list above on the battlefield, it is immediately banished and removed from play �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Disciples of Tzeentch p41
Q: If a Lord of Change’s ‘Temporal Manipulation’ spell is measured from an Argent Shard due to the ‘Magical Focus’ ability, does the target of that spell have to end their move nearer to the Lord of Change or the Argent Shard? A: The Lord of Change � The Argent Shard’s ‘Magical Focus’ ability only affects the picking of targets � : What happens to a persistent effect that is applied to unit if that unit is removed from the battlefield during the battle and set in reserve? For example, if a Disciples of Tzeentch unit that has had the ‘Shield of Fate’ spell cast on them is set up in reserve using the ‘Smoke and Mirrors’ ability? A: The persistent effect would remain applied for the respective timing of that ability � In the example, the Disciples of Tzeentch unit would still have the effect of ‘Shield of Fate’ if it was later re-set up on the battlefield before its commanding player’s next hero phase� Q: If a unit of Jade Obelisk is placed into reserve or destroyed, does the effect of ‘Chosen by the Stone’ continue to apply to the enemy unit that its Idolarc is next to? A: Yes, it is a persisting effect � In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Battle Traits p42
Change the second sentence of the effect of ‘A Kingdom Deluded’ to: ‘On a 3-4, you must pick the same Delusion as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed� In such cases, the effect of that Delusion applies as if the unit had not been destroyed �’
Battle Formations, Lords of the Manor p42
In the effect of ‘Raise the Banners’, replace ‘Each time an ability returns’ with ‘Each time another ability returns’ �
Artefacts of Power p42
In the final bullet point of the effect of ‘The Splintered Femur’, replace ‘it is banished’ with ‘it is banished and removed from play’ �
Royal Zombie Dr Agon p42
Change the effect of ‘For the Kingdom!’ to: ‘While you believe this Delusion, add 1 to charge rolls for friendly Knights units and friendly Flesh -e ater Courts Monsters while they are wholly within 12" of any friendly Flesh-e ater Courts Heroes� dd 2 to charge rolls for friendly Knights units and friendly Flesh- eater Courts Monsters instead while they are wholly within 12" of any friendly Abhorrant Ghoul Kings on Royal Zombie Dragons�
High Falconer Felgryn p42
Change the declare step of ‘Be Mine Eyes’ to: ‘This unit’s Grype is a token� If this unit’s Grype is not next to an enemy unit, pick an enemy unit within 18" of this unit and not in combat to be the target �’
Charnel Throne p42
Change the declare step of ‘Ruler of All They Survey’ to: ‘If this terrain feature has a Steward, pick a visible friendly non- Hero Flesh-eater Courts unit that is not in combat to be the target �’
Path to Glory, Anvil of Apotheosis p42
Add ‘Once Per Turn (Army)’ to the timing bar of ‘Powerful Maw’ � dd ‘Once Per Turn (Army)’ to the timing bar of ‘Magnificent Monstrosity’ � dd the Companion weapon ability to the Colony of Bats weapon �
Path to Glory, Other Upgrades p42
Change the effect of the Leathery Wings upgrade to: ‘Infantry only� Your hero has Fly� Change your hero’s Move characteristic to 12" �’
New Summercourt p42
Change ‘In Their Sire’s Shadow’ to: IN THEIR SIRE’S SHADOW: When Ushoran himself takes to the field, his knights are seized by an irrepressible mania to follow at his monstrous heels. Declare: If the friendly Ushoran is not in combat and has not used any Run or Retreat abilities this turn, pick him to use this ability � Then, pick up to 2 friendly New Summercourt Knights units within his combat range that are not in combat and have not used a Run or Retreat ability this turn to be his royal retinue � Then, make a charge roll of 2D6 � ffect: The friendly Ushoran can move a distance up to the value of the charge roll � He can move through the combat ranges of enemy units and must end that move within ½" of a visible enemy unit� If he does so, he has charged � If he charged, then after this ability has been resolved, each unit in his royal retinue can immediately use the ‘Charge’ ability even if it is not your charge phase and you can use the charge roll from this ability instead of making a charge roll when it does so, but it must end the charge move within 3" of the friendly Ushoran� eywords Core, Move, Charge Once Per Battle (Army), Any Charge Phase The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Flesh-Eater Courts p43
Q: When the target of ‘Glimpse of Delusion’ makes combat attacks as a result of the effect of that spell, can the ‘All-out Attack’ command or the ‘All-out Defence’ command be used as reactions to those attacks? A: No� : If a Maggotkin of Nurgle unit is picked as the target of Ushoran’s ‘Glimpse of Delusion’ ability and resolving that ability results in a model in that unit being slain, would that trigger the ‘Vectors of Contagion’ ability on that Maggotkin of Nurgle unit? A: No� Q: Does the ‘Delusions and Madness’ ability of the Charnel Watch Spearhead army allow me to pick the Delusion regiment ability that I did not pick at the start of the battle? A: No� You can pick from the Delusion regiment ability that you picked at the start of the battle, ‘Delusion of the Great Feast’ or ‘Delusion of the Knightly Host’ � In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Battle Traits p44
Add the following ability: CREEPING GLOOM: The Gloomspite Gitz seek to plunge the realms into an eternal, clammy gloaming known as the Everdank. The icky fungal growths and obscuring spore clouds that follow them are very conducive to such conditions. Declare: Pick a terrain feature to be the target � ffect: Until the start of your next turn, while friendly non- Monster non-War Machine Gloomspite Gitz units are wholly within 3" of that terrain feature, they are not visible to enemy units more than 9" away� Once Per Turn (Army), Your Hero Phase
Kr Agnos p44
Change the timing of the ‘End of Empires’ ability to ‘Your Charge Phase’ and the effect to: ‘Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly Destruction units while they are wholly within 12" of this unit, to a maximum of 3 �’
Skr Agrott, the Loonking p44
Change ‘Babbling Wand’ to: BA BBLING WAND: This jabbering wand, said to be topped with the skull of the great prophet Kaloth, channels the voices of Skragrott’s imprisoned scryers through clacking teeth. Effect: Each time a friendly Moonclan unit wholly within 12" of this unit uses the ‘Redeploy’ command, no command points are spent� Passive
Droggz Da Sunchompa p44
Change ‘Time Ta Scarper’ to:’ TIME TA SCARPER: Droggz knows exactly when to get his gitz out of a sticky situation so that they can come back for ‘anuvver go’ once the odds are in their favour again. Effect: Roll a dice� On a 4+, the unit using that Fight ability can move 2D6" after that Fight ability has been resolved � It can move through the combat ranges of any enemy units but cannot end that move in combat � Once Per Turn (Army), Reaction: You declared a Fight ability for a unit wholly within 9" of this unit Trugg the Troggoth King Add the Gloomspite Gitz keyword�
Snarlboss on War-Wheela p44
Remove ‘non-Hero’ from the first sentence of the effect of ‘Keepin’ Up Wiv Da Boss’�
Sunsteala Wheelas p44
Change the timing of ‘Careening Destruction’ to ‘Once Per Turn (Army), Any Movement Phase’� In the effect, replace ‘pick up to 1 enemy Infantry unit’ with ‘pick up to 1 enemy Infantry or Cava lry unit’ Change the first sentence of the effect of ‘Careening Destruction’ to: ‘If this unit is in combat, it can move a distance up to its Move characteristic �’
Snar Lfa Ngr Iders p44
Change the Hit characteristic of Snarlfang’s Slavering Jaws to 4+ �
Webspinner Shaman p44
Change the Control characteristic from 5 to 2 �
Path to Glory, Anvil of Apotheosis p44
Change the effect of ‘Shroomist’ to: ‘Roll 2D6� If the total is equal to or lower than this unit’s Control characteristic, that Move ability has no effect �’ n the effect of ‘Sneaky Git’, replace: ‘it is not visible to enemy units that are not in combat with it’ with: ‘it is not visible to enemy units that are not within this unit’s combat range’�
Path to Glory, Path of the Dank Hordes p44
Change the timing of ‘Fungus Brew’ to: ‘Reaction: Opponent declared a non-Fight ability for a Manifestation’
Army Ofr Enown, Droggz’s Gitmob p44
In the effect of ‘Stick ’Em and Run’, replace ‘Careening Destruction’ with ‘Frazzlegit’s Flame Stream’ � The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Army Ofr Enown, Da King’s Gitz p45
In ‘The Moon and the Loon’, change the first sentence to: ‘While a friendly unit is wholly within 9" of a friendly Skragrott , a friendly Malevolent Moon or a friendly Bad Moon Loonshrine :’ Change the declare step of ‘Da King’s Adjutant’ to: ‘Declare: You cannot use this ability and the Bad Moon Loonshrine ’s ‘Moonclan Lairs’ ability in the same turn � If this unit is within 12" of a friendly Bad Moon Loonshrine , pick a friendly non-reinforced, non-Hero, non-Monster King’s Gitz unit that has been destroyed to be the target �’ dd the following to the effect of ‘Moonhoned Shiv’: ‘This unit can be affected by this ability multiple times and the effects are cumulative �’ n the declare step of ‘Da Loonking’s Command’ and ‘Right Gitz in Da Right Place’ replace ‘within 18"’ with ‘wholly within 18"’ �
Spearhead, Snarlpack Huntaz p45
Change the timing of ‘Flankin’ Force’ to ‘Once Per Battle, Deployment Phase’� hange the timing of ‘Sunsteala Shard’ to ‘Once Per Battle, Enemy Movement Phase’� hange the effect of the Snarlboss’s ‘Great Snarlin’ Howl’ ability to: ‘Roll a dice� On a 3+, add 1 to the Rend characteristic and the Attacks characteristic of the targets’ Companion melee weapons for the rest of the turn �’ hange the Snarlpack Cavalry’s ‘Frazzleburned Scrap’ ability to: FRAZZLEBURNED SCRAP: After the boss, Snarlpack Cavalry often get first dibs on loot, and they have an eye for the scrap and wotsits with the best light-absorbing properties. In battle, they have learned how to unleash these energies from their weapons at just the right moment, dazzling the enemy as their charge hits home. Effect: This unit has Strike first if it charged in the same turn � Passive
Battletome: Gloomspite Gitz p46
In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used � : When using the Lunar Squigs effect of ‘Under the Light of the Bad Moon’ or the ‘The Moon and the Loon’ ability to use a value of 4 for the Move characteristic of a friendly Squig unit, does the 4 replace the entire Move characteristic of the unit with a 4, or just the dice roll? A: It replaces the dice roll � For example, if a unit of Squig Hoppers (with a Move characteristic of D6+8") were affected by one of these abilities, it could use a value of 4 instead of rolling the D6, resulting in a Move characteristic of 12" (4+8") � Q: Can the attacker choose to resolve their attacks one at a time for the Doom Diver Catapult? If so, how does the Rend reduction apply? A: Yes� As described in the rules for the attack sequence (17 �0 ), attacks are resolved one at a time unless you choose to use fast dice rolling � Here’s an example attack sequence for the Doom Diver Catapult: 1� Th e Gloomspite Gitz player successfully hits and wounds for the first attack, then their opponent makes a save roll, subtracting the Rend (3) of the weapon from the roll� 2� Th e Gloomspite Gitz player fails the hit roll for the second attack, re-rolls it to be successful and successfully wounds � Then, their opponent makes a save roll subtracting the now-reduced Rend (2) from the roll� 3� Th e third attack fails to hit and fails again after the re-roll � The Rend is now reduced to 1� 4� he fourth attacks successfully hits and wounds � The opponent of the Gloomspite Gitz player subtracts the Rend (1) from their save roll�
Dexcessa, the Talon of Slaanesh p47
In the effect of ‘Redolence of Violence’, replace ‘it is banished’ with ‘it is banished and removed from play’ �
Army Ofr Enown, the Decadent Host p47
In the effect of ‘The Prince in the Mirror’, replace ‘He can be replaced any number of times’ with ‘He can be replaced even if he is a replacement unit�’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battle Traits p48
Change the effect of ‘Reserves of Daemonic Power’ to: ‘Give 2 daemonic power points to the target �’
Spell Lore p48
Change the declare step of ‘Ashen Smog’ to: ‘Pick a friendly Helsmiths of Hashut Wizard to cast this spell, pick a visible terrain feature within 18" of them that has a friendly desolation token to be the target, then make a casting roll of 2D6�’
Artefacts of Power p48
Change the last bullet point in the effect of ‘Scroll of Petrification’ to the following two bullets: ‘• nemy units can ignore the target’s combat range for the purposes of movement and charging � nemy units can ignore the target for the purposes of setting up on the battlefield but cannot be set up on the target �’
Daemonsmith p48
Add the Shoot in Combat weapon ability to the Hurled Daemonfire weapon profile�
Dominator Engine with Immolation Cannons p48
Change the ‘All Must Burn’ ability to: ALL MUST BURN: Those who approach a Dominator earn but one end – death by unclean fire. Declare: Pick 2 or more visible enemy units within 8" of this unit to be the targets � ffect: For the rest of the turn, add 2 to the Attacks characteristic of this unit’s Immolation Cannons for each unit picked to be the target of this ability, but each time this unit uses a Shoot ability, it must target each of those units with at least 3 of its attacks � Once Per Turn (Army), Your Shooting Phase
Infer Nal Cohort with Hashutite Blades p48
Add Standard Bearer (1/10) to the keywords bar�
Infer Nal Cohort with Hashutite Spears p48
Add Standard Bearer (1/10) to the keywords bar�
Path to Glory, Anvil of Apotheosis p48
In the Infernal Taurus and Venerable Taurus battle mount rules, change the last bullet point in the right-hand column to: ‘Replace the Infantry keyword with the following keywords: Monster, Wa r M achi n e, Fly� AR MY OF R ENOWN, ZIGGUR AT STA MPEDE,
Lore p48
Change the second bullet point in the effect of ‘Burn to Ash’ to: ‘If the target is Faction Terrain , until the start of your next turn, abilities on that terrain feature’s warscroll have no effect �’ AR MY OF R ENOWN, ZIGGUR AT STA MPEDE,
Battle Traits p48
Change the first bullet point in the effect of ‘Run Roughshod’ to: ‘The target can use Shoot and/or Charge abilities even if it used a Retreat ability in the same turn �’
Spearhead Army, Helforge Host p48
Change the third sentence of the first paragraph of ‘Harness Daemonic Power’ to: ‘Then, gain a number of daemonic power points equal to the current battle round number plus 1 �’ hange the effect of the War Despot’s ‘Black-hearted Conqueror’ ability to: ‘While this unit has any daemonic power points , friendly units with 0 daemonic power points count as having 1 daemonic power point while they are wholly within 6" of and visible to this unit � or each daemonic power point this unit has, add 3" to the range of this ability�’ dd the Reinforcements keyword to the Dominator Engine with Immolation Cannons warscroll � AR MY OF R ENOWN, TA AR’S GR AND FORGEHOST,
Prayer Lore p48
Change the effect of ‘Lava Storm’ to: ‘If the chanting roll was 7+, pick an additional enemy unit to be a target� Inflict D3 mortal damage on each target �’
Dread Dirge p48
Change the declare step of ‘All-consuming Search’ to: ‘Pick the Ashen Elder in this Regiment of Renown to use this ability� Then, pick an objective or Place of Power that they are contesting and that has not been picked to be the target of this ability this battle to be the target �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Helsmiths of Hashut p49
Q: When using ‘Harness Daemonic Power’, when daemonic power points are removed from units, are they retained to be reallocated to friendly units or are they lost? A: They are lost � Moved to Core Rules section �) : If one of the War M achin es in the Curse-Steel Battery has been destroyed, can the ‘Display of Total Power’ ability be used? A: Yes� Q: When a unit in a Taar’s Grand Forgehost army gains a daemonic power point (for example, from the Infernal Cohort with Hashutite Spears’ ‘Conquered Lands’ ability), does it lose that daemonic power point at the end of the battle round? A: No� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Battle Traits p50
Add the following ability: TWIN TIDES: Though the Idoneth’s military structure is uncompromisingly rigid, their fluidity in battle is astounding. The Akhelians lead; the Namarti follow. Such discipline, alloyed to aelven speed and grace, has spelled the doom of numberless foes. Used By: The friendly Akhelian unit using that Attack ability ffect: Pick a visible friendly Namarti unit that has not used an Attack ability this phase to be the target � f this unit used a Shoot ability, immediately after the Shoot ability used by this unit has been resolved, the target can be picked to use a Shoot ability as if it were your shooting phase f this unit used a Fight ability, immediately after the Fight ability used by this unit has been resolved, the target can be picked to use a Fight ability� If the target does so, for the rest of the phase, add 1 to the Attacks characteristic of its weapons but all of its attacks must target enemy units that had any damage points allocated to it this phase by this unit’s attacks � Once Per Turn(Army), Reaction: You declared an Attack ability for a friendly Akhelian unit
Army Ofr Enown, First Phalanx of Ionr Ach p50
In the declare step of ‘Sword of Gwynnar’, replace: ‘Pick a friendly unit that is not in combat to use this ability’ With: ‘Pick a friendly unit in combat to use this ability’ �
Ikon of the Sea p50
In the declare step of ‘The Surging Sea’, replace ‘up to 1 friendly unit’ with ‘up to 1 friendly Idoneth Deepkin unit’�
Ikon of the Storm p50
Add the following to the effect of ‘Whirlpool Fury’: ‘No mortal damage is inflicted on friendly Idoneth Deepkin units by Retreat abilities while they are wholly within 12" of this unit �’ Incar Nate of Thed Eep Change the Banishment characteristic to 9+ �
Abyssal Tendril p50
Change the effect of ‘Crushing Coil’ to: ‘Add 1 to hit rolls for attacks made by friendly Idoneth Deepkin Manifestations that target an ensnared enemy unit�’
Gloomtide Shipwreck p50
Remove ‘Impassable’ from the universal terrain abilities �
Regiments Ofr Enown, Na Marti Shorer Aid p50
Change the declare step of ‘In the Shadow of the Ethersea’ to: ‘This ability must be used to deploy this Regiment of Renown instead of the ‘Deploy Unit’ ability or the ‘Deploy Regiment’ ability �’
Path to Glory, Anvil of Apotheosis p50
In the ‘Choose A Battle Mount’ step, change the final bullet point for ‘Sea-steed’ and ‘Allopex’ to: ‘Replace the Infantry keyword with the following keywords: Cava lry, Fly�
Army Ofr Enown, Wardens of the Chorrileum p50
Change the effect of ‘Slipstream’ to: ‘The target can move up to D6"� That move cannot pass through or end within the combat range of an enemy unit �’
Army Ofr Enown, Wardens of the Chorrileum p50
Change the declare step of ‘The Ocean Conceals’ to: ‘This ability must be used to deploy the friendly Chorrileum Eidolon instead of the ‘Deploy Unit’ ability or the ‘Deploy Regiment’ ability �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Idoneth Deepkin p51
Q: Is a unit that is picked to be the target of an Akhelian Allopex’s ‘Ensnared’ ability ensnared for the purposes of the Abyssal Tendril’s ‘Watery Clutch’ and ‘Crushing Coil’ abilities? A: No� Q: Is an Abyssal Tendril a separate manifestation to the Incarnate of the Deep and other Abyssal Tendrils? A: Yes, and each Abyssal Tendril adds 1 to an opponent’s banishment roll � In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Battle Traits p52
Change the effect of ‘Skyvessel Cover’ to: ‘Subtract 1 from hit rolls for attacks that target friendly Kharadron Overlords Infantry units that have not charged in the same turn while they are wholly within 6" of a friendly Arkanaut Ironclad or Arkanaut Frigate that has not charged in the same turn �’ hange the second sentence of the effect of ‘The Flagship’ to: ‘If the target does not have a Great Endrinwork, give the target 1 Great Endrinwork �’ elete the last sentence from the Designer’s Note of ‘The Flagship’ �
Redeployment Squadron p52
Change the effect of ‘Extra Rappel Anchors’ to: ‘Friendly Grundstok Gunhaulers can transport up to 2 friendly Kharadron Overlords Infantry units instead of 1 and with a combined model count of up to 6 instead of 5 (see Battle Traits) �’
Expeditionary Force p52
Change the effect of ‘Special Procurement’ to: ‘Give that Hero 1 artefact of power from the ‘Inventions of the Sky-ports’ or the ‘Ingenious Innovations �’
Artefacts of Power p52
Change the timing of ‘Celestium Burst Grenade’ to ‘Once Per Battle, Your Shooting Phase’ and the declare step to: ‘Pick a visible enemy unit within 12" of this unit to be the target �’
Null-Khemist p52
Change the effect of ‘Nullsuit’ to: ‘Double the Damage characteristic of this unit’s weapons for attacks that target Priests , Wizards or Manifestations�
Arkanaut Company p52
Change the timing of ‘Grizzled Buccaneers’ to ‘Once Per Turn (Army), Any Charge Phase�’
Sky War Dens p52
Change the timing of ‘Timed Charges’ to: ‘Once Per Turn (Army), End of Any Turn’
Vongrim Salvagers p52
Change the timing of ‘Spotter’s Flaregun’ to ‘Once Per Turn (Army), Any Combat Phase’� hange the second bullet of ‘Spotter’s Flaregun’ to: ‘Add 1 to the Rend characteristic of melee weapons used by friendly Vongrim Salvagers and Vongrim Harpoon Crew units for attacks that target a unit that is contesting the target objective �’
Vongrim Harpoon Crew p52
‘Change the timing of ‘Light Endrinpacks’ to ‘Once Per Turn (Army), Any Combat Phase’�
Arkanaut Frigate p52
Change the effect of ‘Assault Boat’ to: ‘This unit can move a distance up to the value of the charge roll and must end the move within ½" of a visible enemy unit � If it does so: emove the targets from the battlefield and set them up again wholly within this unit’s combat range � The targets can be set up in combat� Th is unit and the targets have charged, and the targets cannot use another Core ability this phase � ick up to 1 of the targets to have Strike-first for the rest of the turn �’
Zontari Endrin Dock p52
Change the ‘Endrinworks Outpost’ to: ENDRINWORKS OUTPOST: The Endrin Dock continuously assembles new drones, a process that is expedited if a skilled endrineer is overseeing its operation. Declare: Pick a friendly Auto-Endrin or replacement Auto-E ndrin that has been removed from the battlefield to be the target ffect: Make a manufacturing roll of D6 � Add 1 to the roll if there is a friendly Endrinmaster with Dirigible Suit or Endrinmaster with Endrinharness within 3" of this terrain feature � On a 4+, set up a replacement Auto-Endrin on the battlefield, wholly within 6" of this terrain feature and more than 3" from all enemy units � Your Hero Phase The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Kharadron Overlords p53
Q: Can an Arkanaut Frigate use the ‘Assault Boat’ ability if it used a Run ability in the same turn but was picked as a target of Brokk Grungsson’s ‘Command the Fleet’ ability earlier in the same turn? A: Yes� : Can I use the ‘Assault Boat’ ability in combination with ‘Counter-charge’? A: Yes� Q: If I use the ‘Blazebeard and Sons Bamboozling Flakgun’ artefact of power to remove a dice from my opponent’s charge roll, and then my opponent uses the ‘Forward to Victory’ command, how many dice does my opponent re-roll for that charge roll? A: They would roll the number of dice left in the charge roll after 1 dice has been removed � For example, if the original charge roll was made with 2 dice and 1 of those dice was removed by the Blazebeard and Sons Bamboozling Flakgun, your opponent would re-roll that 1 remaining dice to determine their re-rolled charge roll� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Auto-Endrin p53
Change the declare step of ‘Nullifier Auto-Endrin’ to: ‘If this unit is a Nullifier Auto-Endrin and is in combat with any enemy Manifestations, pick each enemy Manifestation in combat with it to be the targets �’ hange the declare step of ‘Stuncloud Auto-Endrin’ to: If this unit is a Stuncloud Auto-Endrin and is in combat, pick each enemy unit in combat with it to be the targets �’ hange the declare step of ‘Grudgeblast Auto-Endrin’ to: If this unit is a Grudgeblast Auto-Endrin and is in combat, pick each enemy unit in combat with it to be the targets �’
Spearhead Army , Grundstok Trailblazers p53
Add the Reinforcements keyword to the Grundstok Thunderers warscroll �
Path to Glory, Anvil of Apotheosis p53
Change the effect of ‘Slow and Steady’ to: ‘While this unit is in combat with an enemy unit that is also in combat with another friendly unit, this unit has Strike-last �
Army Ofr Enown, Pioneer Outpost p53
In the fourth bullet point of the roster options, change ‘Any Kharadron Overlords Infantry units’ to ‘Any non- Hero Kharadron Overlords Infantry units’ �
Army Ofr Enown, the Magnate’s Crew p53
Add the following to the end of the army description: ‘It cannot be included in another Hero ’s regiment but gains the following Regiment Options: Any Magnate’s Crew units’ Change the effect of ‘Invictunite-lined Hull’ to: ‘Roll a D3� For the rest of the turn, subtract X from the Rend characteristic of weapons used for attacks that target that Skyvessel , where X is equal to the roll �’ hange ‘Cutting-edge Endrinpacks’ to: CUTTING-EDGE ENDRINPACKS: The Lord- Magnate outfits his soldiers with the latest and most agile endrinharnesses. Declare: Pick up to 2 friendly Magnate’s Crew Infantry units that are wholly within 9" of a friendly Magnate’s Crew Skyvessel to be the targets � ffect: For the rest of the turn, each target can use Charge abilities even if it used a Run ability in the same turn � Once Per Turn (Army), Your Movement Phase
Regiment Ofr Enown, Dr Ekki’s Privateers p53
Change the effect of ‘The Good Ship Aelsling’ to: ‘The Aelsling in this Regiment of Renown has a Health characteristic of 17 instead of 14 �’
Manifestation Lore p54
Change the effect of ‘Summon Hyshian Twinstones’ to: ‘Set up a Hyshian Twinstones endless spell wholly within 18" of the caster, visible to them and more than 9" from all enemy units �’
The Light of Eltharion p54
Change ‘Valorous Intervention’ to: VALOROUS INTERVENTION: The Light of Eltharion manifests alongside his allies in their time of greatest need. Declare: This unit cannot use this ability if it is in combat � Pick a friendly Lumineth Realm-lords unit that is in combat to be the target � ffect: Remove this unit from the battlefield and set it up again within 1" of the target, within 1" of an enemy unit and in combat � This unit has charged � Any Combat Phase
Rune of Petrification p54
Change the third sentence of the effect of ‘Turn to Stone’ to: ‘If an enemy unit has at least 3 mortal damage inflicted on it by this ability this turn, it has Strike-last for the rest of the turn �’ Sanctum of a Myntok Add the following ability to this warscroll:
Multiple Parts p54
Effect: When a number of damage points equal to this Manifestation ’s Health characteristic are allocated to it, this Manifestation is destroyed and all its parts are removed from play � Passive Change the first bullet point of the effect of ‘Sigil of Yngra’ to: ‘• That unit is not visible to enemy units that are not within its combat range�’
Regiment Ofr Enown, Dawnrider Lance p54
In the Organisation, change ‘Vanari Lord Regent’ to ‘Vanari Lord Regent on Lightcourser’�
Regiment Ofr Enown, Sigil Convocation p54
Change the first sentence of the effect of ‘Cycle Manifestation’ to: ‘If there is already a friendly Manifestation from the list above on the battlefield, it is immediately banished and removed from play�’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions � : When I depict Varinor, Rune of Strength on my battle scripture, are the bonuses to run rolls and charge rolls based on the number of targets? For instance, if I have 2 depictions of Varinor on my battle scripture, and I pick 4 targets, do they each get +4 to run rolls and +4 to charge rolls? A: No� Add 1 to run rolls and add 1 to charge rolls for each target � : Can I make an unbinding roll before deciding whether to use the ‘Release Arcane Charge’ ability? A: Only if the unbinding roll is in the declare step of the ability being reacted to� If the unbinding roll is in the effect step, for example in the ‘Unbind’ ability, you must declare that you are using the ‘Release Arcane Charge’ ability before making the unbinding roll � Q: 1) If Lyrior Uthralle has Strike-first (e.g. from the ‘Focused Fury’ ability) and I am using the Warhost of Duality battle formation, can I pick another unit to use a Fight ability immediately after Lyrior has used a Fight ability because of the ‘Strike as One’ ability? And 2) If there are no other units with Strike-first and it is my turn to pick the first unit to fight in the combat phase, can I then pick 2 other eligible friendly units to use a Fight ability? A: 1) Yes, as long as there are no other units that have Strike- first, or if the second unit picked to use a Fight ability also has Strike-first � 2) Yes� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Tallyband of Nurgle, Plague Progenitor p55
Change the second paragraph of the effect to: ‘In the first battle round, if an ability would heal or return any slain models to a Diseased plague progenitor , that ability does not heal any damage points or return any slain models to it �’
Rotigus, Deluge of Nurgle p55
Change the second paragraph of the effect to: ‘Then, until the start of your next turn, if an ability would heal or return any slain models to an enemy unit while they are within 18" of this unit, that ability does not heal any damage points or return any slain models to it �’
Festus the Leechlord p55
Change the first sentence of the effect of ‘The Leechlord’s Curse’ to: ‘This unit gains 1 leech point for the rest of the battle �’ hange the final sentence of the effect of ‘Annelid Engorgement’ to: ‘Until the end of the next turn, add 1 to this unit’s Control characteristic for each leech point it currently has �’
Lord of Plagues p55
Change the timing of ‘Sevenfold Slaughter’ to ‘Once Per Turn (Army), Any Combat Phase’�
Putrid Blightkings p55
Add the following to the effect of ‘Discomfiting Stench’: ‘In addition, your opponent cannot give that Priest any ritual points for the rest of the phase �’
Rotswor Ds p55
Change the timing of ‘Sweat-soaked and Reeking’ to ‘Once Per Turn (Army), Any Combat Phase’�
Beasts of Nurgle p55
Change the last sentence of the effect of ‘Attention Seekers’ to: ‘If it does so, this unit has charged �’
Feculent Gnarlmaw p55
Change the Designer’s Note to: ‘This terrain feature cannot use Move , Run, Retreat or Charge abilities �
Path to Glory, Anvil of Apotheosis p55
Add the Companion weapon ability to the Snotshower Sneeze weapon profile�
Gelgus Pust, Prince of Sor Es p55
Change the effect of ‘Master Contaminator’ to: ‘The target is considered by you to be Polluted for the rest of the battle�
Feculent Gnarlmaw p55
Change the terrain abilities paragraph to: ‘The following universal terrain abilities apply to this terrain feature (Terrain, 1�2 ): Cover, Impassable’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Maggotkin of Nurgle p56
Q: If a unit within 3" of a plague progenitor picked as the target of the ‘Spread’ effect of the ‘Blessed by the Plaguefather’ ability has the Disease keyword, would D3 mortal damage still be inflicted upon it from that ‘Plague Progenitor’ effect? A: Yes� : If a plague progenitor would heal in the first battle round, can it remove disease instead? A: No� : Does the ‘Desperate Remedies’ ability remove the Diseased keyword from an undamaged unit? A: Yes� : When using the ‘Contagious Catarrh’ ability, can you pick 0 Mire Kelpies? A: Yes� Q: If you have picked 1 or more Mire Kelpies when using the ‘Contagious Catarrh’ ability and roll a 1, are those Mire Kelpies removed from the unit? A: No� : When resolving the ‘Wracked with Disease’ ability and a diseased enemy unit would be destroyed by the mortal damage inflicted by that ability, triggering the effect of the ‘Burst Pustules’ ability, do I finish resolving the effects of ‘Wracked with Disease’ before resolving the effects of ‘Burst Pustules’? A: Yes, as model removal occurs after an ability has been resolved � : Can Diseased units that are in reserve (for example if they have been placed in reserve from the battlefield by the Disciples of Tzeentch ‘Smoke and Mirrors’ ability) be picked as a target of the ‘Wracked with Disease’ ability? A: No� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Spell Lore p57
In the declare step of ‘Chains of Death’, replace ‘pick an enemy Hero unit’ with ‘pick a visible enemy Hero unit’�
Manifestation Lore p57
Change the effect of ‘Summon Shyish Reaper’ to: ‘Set up a Shyish Reaper wholly within 12" of and visible to the caster and more than 9" from all enemy units �’
Pyregheists p57
Change the timing of ‘Light a Pyre’ to ‘Once Per Turn (Army)’ �
Nexus of Grief p57
Change the effect of ‘Hungry Crypts’ to: ‘Remove this terrain feature from the battlefield and set it up again on the battlefield within 3" of a friendly Nighthaunt unit, more than 3" from all objectives and enemy units, more than 1" from all terrain features and more than 12" from all other friendly Nexuses of Grief�
Path to Glory, Anvil of Apotheosis p57
Delete the second sentence in the declare step of ‘Chthonic Juggernaut’� hange the effect of ‘Reckless Reaper’ to: ‘For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3 �’
Executioners p57
Add the following ability: ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror. Effect: Ignore negative modifiers to save rolls for units in this Regiment of Renown� Passive
Resurrections p57
Change the timing of ‘Dark Resurrection’ to ‘Once Per Turn (Army), End of Any Turn’� dd the following ability: ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror. Effect: Ignore negative modifiers to save rolls for units in this Regiment of Renown� Passive
Spearhead, Cursed Shacklehorde p57
Change the timing of ‘Discorporate’ to ‘Once Per Turn (Army), Any Hero Phase’� hange the effect of ‘Discorporate’ to: ‘Roll a dice� On a 3+, add 1 to save rolls for the target for the rest of the turn �’ hange the timing of ‘Mounting Dread’ to ‘Once Per Turn (Army), End of Any Turn’� hange the effect of ‘Mounting Dread’ to: ‘Roll a dice� On a 2+, for the rest of the turn, subtract the current battle round number from the control scores of enemy units while they are in combat with the target �’ hange the effect of ‘Unholy Visage’ to: ‘Effect: Roll a dice� On a 3+, the target must immediately use a Retreat ability as if it were the enemy movement phase � Immediately after that ability has been resolved, if the target is in combat, inflict 2D3 mortal damage on it �’ hange the effect of the Bladegheist Revenants’ ‘Thrashing Desperation’ ability to: ‘While this unit contests an objective you control, enemy units cannot end a charge move within ½" of this unit unless the unmodified charge roll was 5 or more �’
Path to Glory, Anvil of Apotheosis p57
Add the Crit (Auto-wound) weapon ability to the Malignant Blade weapon profile on the Nighthaunt Hero starting warscroll � In Step 5 – Choose a Battle Mount, add the Crit (Auto-wound) weapon ability to the Ethereal Steed’s Ghostly Hooves and Teeth weapon profile� The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Army Ofr Enown, the Eternal Nightmare p58
Change the ‘Damned Vessel’ ability to: DAMNED VESSEL: With a wretched wail, a gheist’s will is temporarily eclipsed as Nagash channels his power through their ragged shape. Effect: Each time you declare a Spell ability for a friendly Nagash within 18" of this unit, you can measure the range and visibility of that Spell ability from this unit instead of that Nagash � Passive
Battle Formations, Maw-Cult Fanatics p59
Change the declare step of ‘Grub’s Up, Mateys!’ to: ‘Pick each friendly Ogor Mawtribes unit that has used the ‘Eat ’Em Alive’ ability this battle to be the targets �’
Spearhead Army, Mawseeker Mob p59
Change the second sentence of the effect of ‘Disgusting Eater’ to: ‘If your general’s Butcher’s Cauldron is full , you can subtract 3 from the charge roll instead, but if you do so, their Butcher’s Cauldron becomes empty after that Charge ability has been resolved�’
✹ New p59
Change the name of ‘Arcane Appetite’ to ‘A Taste for the Arcane’� esigner’s Note: This change is to make the ability name consistent with the one on the warscroll card for the unit. There is no change to the ability itself.
Mantrapper p59
Change the second sentence of the effect of ‘Trapped!’ to: ‘Subtract 1 from the roll for each friendly Mantrapper accomplice next to the target �’
✹ New p59
Change the ‘Just a Little Closer…’ ability to: JUST A LITTLE CLOSER…: It is the job of a Mantrapper’s pets and cronies to lure prey into the ogor’s snares. Declare: If any of this unit’s Mantrapper accomplices are next to this unit, pick a visible enemy unit to be the target � ffect: Place 1 of this unit’s Mantrapper accomplices next to the target Once Per Turn (Army), Start of Battle Round
Ironblaster p59
Change the final bullet point in the effect of ‘Obliterating Blast’ to: ‘• Inflict D3 mortal damage on each collateral damage target �
Mawpit p59
Change the ‘Hungry Sinkhole’ ability to: HUNGRY SINKHOLE: The appearance of a Mawpit is irrefutable evidence of the Gulping God’s eagerness to feast upon the land itself, a hunger that only becomes more ravenous wherever the ogors roam. Declare: Pick this Mawpit to be a sinkhole � Then, you can pick another terrain feature within 12" of this Mawpit and that you have not already picked to be a sinkhole this battle to be a sinkhole for the rest of the turn � Th en, pick each enemy unit within 3" of the sinkhole(s) to be the targets � rom the second battle round onwards, increase the range at which another terrain feature can be picked to be a sinkhole by 3" for each previous battle round � If this terrain feature has a Head Butcher , increase the range at which another terrain feature can be picked to be a sinkhole by 6" for each previous battle round instead of 3" � ffect: Roll a D3 for each target � On a 2+, inflict an amount of mortal damage on the target equal to the roll � Once Per Turn (Army), End of Any Turn
New p59
Add the following to the effect of ‘Feed the Maw’: ‘If this terrain feature is demolished, before removing it from the battlefield, inflict D3 mortal damage on the Head Butcher � Then, set up the Head Butcher on the battlefield wholly within 3" of this terrain feature and not in combat � That unit is no longer a Head Butcher� If it is not possible to set up the Head Butcher, it is slain�’
Ironjawz Battle Traits p60
Change the timing of ‘Ironjawz Waaagh!’ to ‘Once Per Turn (Army), Your Charge Phase’ and change the declare step to: ‘Declare: Pick a friendly Ironjawz Hero to be the target � You cannot pick the same Hero to be the target of this ability more than once per battle �’
Ironjawz Prayer Lore p60
Change the first sentence of the effect of ‘Killa Beat’ to: ‘Add 1 to the Damage characteristic of the target’s melee weapons until the start of your next turn �’
Ironjawz Spell Lore p60
Change the effect of ‘Bash ’Em Ladz!’ to: ‘The target’s melee weapons have Crit (2 Hits) until the start of your next turn �’
Zoggrok Anvilsmasha p60
Change the last sentence of the effect of ‘Ward-smashing Choppa’ to: ‘Ward rolls cannot be made for a W ard-smashed unit even if this unit has been destroyed �’
Hakkin’ Kr Ew,M Aw-Grunta Gougers p60
In the effect of ‘Unstoppable Momentum’, replace: ‘Each time this unit uses a Charge ability’ with: ‘Each time this unit has charged as a result of using a Charge ability’�
Gor E-Gruntas p60
Change the Hit characteristic of Grunta’s Tusks to 4+ �
Kruleboyz Battle Traits p60
Remove the first sentence of the effect of ‘Dirty Tricks’ � hange the timing of ‘Venom-encrusted Weapons’ to ‘Once Per Turn (Army), Any Hero Phase’� hange ‘Sneaky Sneakin’’ to: SNEAKY SNEAKIN’ : Cloying swamp-mists mask the Kruleboyz’ movements. Declare: Pick a friendly Kruleboyz Infantry unit that has 10 or fewer models, is not in combat and has not been the target of a Dirty Trick ability this turn to be the target, then make a dirty trick roll � ffect: Remove the target from the battlefield and set it up again wholly within 3" of a terrain feature and more than 9" from all enemy units� eywords Dirty Trick Once Per Turn (Army), Any Hero Phase
Gobspr Akk, the Mouth of Mork p60
Remove the ‘Once Per Battle’ from the timing bar of ‘Screamin’ Mandrakk ’�
Br Eak A-Boss on Mir Ebrute Troggoth p60
Change the Control characteristic to 5 � hange the effect of the ‘Breaka-harness’ ability to: Effect: Make breaka-roll of D3 � nflict an amount of mortal damage on this unit equal to the breaka-roll� ouble the breaka-roll and add that value to the Attacks characteristic of this unit’s Mirebrute’s Clubs for the rest of the turn �
Snatchaboss on Sludger Aker Beast p60
Change the declare step of ‘Festering Wounds’ to: ‘Pick up to 3 enemy units that had any damage points allocated to them this turn by attacks made by this unit or a friendly unit with the Sludgeraker Venom keyword to be the targets �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Be as T-Skewerk Illb Ow p61
Change the effect of ‘Skewering Bolts’ to: ‘For the rest of the turn, the Damage characteristic of this unit’s Beast-skewer Bolts is 6 if the target is a Monster �
Sk Aregob Totem p61
Change ‘Sinister Stare’ to: SINISTER STARE: Kruleboyz find it hilarious to subject foes under the insidious influence of a Skaregob Totem’s hallucinogenic fogs to a host of nasty surprises. Effect: Add 1 to dirty trick rolls for friendly Kruleboyz units wholly within 12" of this terrain feature or for enemy units within 12" of this terrain feature � If this terrain feature has a Shouty Boss, add 1 to dirty trick rolls for friendly Kruleboyz units wholly within 18" of this terrain feature instead of wholly within 12" or for enemy units within 18" of this terrain feature instead of within 12" � Passive
Gor K-Roar a p61
Add the following to the effect of ‘Bellowing Waaagh!-cries’: ‘Friendly units can be affected by this ability multiple times and the effects are cumulative �’
Spearhead, Ironjawz Bigmob p61
Change the declare step of the Megaboss’s ‘Get Stuck In, Ladz’ ability to: ‘Pick a friendly unit wholly within 12" of this unit to be the target �’ dd the Reinforcements keyword to the Brute Ragerz warscroll �
Anvil of Apotheosis, Step 3: Choose a Warclan p61
Change the effect of ‘Only Da Best’ to: ‘Add 3" to the Range characteristic of ranged weapons used by friendly Kruleboyz units� In addition, you can re-roll 1 hit roll per turn for shooting attacks made by each friendly Kruleboyz unit�
Path to Glory, Path of Da Most Kunnin’ p61
Change ‘Disconcerting Stare’ to: DISCONCERTING STARE: Something in this boss’s evil- eyed glare gives even hardened veterans a moment’s pause. Effect: If this unit is picked as the target of a Fight ability and this unit’s Control characteristic is equal to or higher than the Control characteristic of the enemy unit using that Fight ability, that enemy unit cannot use commands for the rest of the turn � Passive Change the timing of ‘Just You Try It’ to: ‘Once Per Turn (Army), Any Movement Phase’
Path to Glory, Path of Da Most Brutal p61
Change the timing of ‘Tireless Warmaker to ‘Passive’ �
Army Ofr Enown, Big Wa a Agh! p61
Add the following to roster options: ‘Kruleboyz Heroes included in this Army of Renown can only include Kruleboyz units in their regiment, and Ironjawz Heroes included in this Army of Renown can only include Ironjawz units in their regiment � If your army includes Kragnos, the End of Empires, he can include either Kruleboyz units or Ironjawz units in his regiment (but not both), and he counts as a Hero from that faction for the purposes of needing to have one regiment led by an Ironjawz Hero for each regiment led by a Kruleboyz Hero and vice versa �’
Army Ofr Enown, Big Wa a Agh!, Spell Lore p61
Add the Unlimited keyword to the ‘Two Headz As One’ spell �
Army Ofr Enown, Zoggrok’s Ironmongerz p61
Change the first sentence of the second paragraph of the effect of ‘Get ’Em, Gork!’ to: ‘Roll a D3 each time an enemy unit ends a move within 6" of a terrain feature that is trampled by Gork �
Regiment Ofr Enown, Da Kountin’ Kr Ew p61
Change ‘Snatch ’Em Up’ to: SNATCH ’EM UP: Skumdrekk and his hobgrot toadies are constantly on the lookout for new victims and beasts to snatch up. Declare: Pick an enemy unit in combat with this Regiment of Renown’s Swampboss Skumdrekk to be the target � ffect: Roll a dice� If the roll is at least double the target’s Health characteristic, 1 model in the target unit is slain � Once Per Turn (Army), Enemy Hero Phase
Battletome: Orruk Warclans p62
Q: When using the ‘Notorious Bosses’ ability, can I give a target a heroic trait that another unit already has? A: No� : Can each part of the Foot of Gork use the ‘Wandering Destruction’ ability each turn? A: No� This is a single manifestation with multiple parts, so it can only use that ability once in each turn � Q: In the ‘Ironjawz Bigmob’ Spearhead army, are the Brute Ragerz set up during the deployment phase? A: Yes� Only the Brutes are not set up on the battlefield during the deployment phase� The Brute Ragerz are a different unit type, so are set up normally� : Is damage inflicted on a unit that finished a move within 6" of a trampled by Gork terrain feature damage inflicted by a Prayer ability? A: Yes� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Heroic Traits p63
Change the last sentence of the ‘Imperious Will’ ability to: ‘This unit can use this ability more than once per phase but only once per Fight ability �’
Mortek Guard p63
Change the Effect of the ‘Shields of the Legion’ ability to: ‘Effect: Subtract 1 from the Rend characteristic of weapons used for attacks made as part of that Attack ability that target any friendly Ossiarch Bonereapers units within this unit’s combat range�
Army Ofr Enown, the Null Myriad p63
In the Roster Options box, change ‘Any Ossiarch Bonereapers Infantry units’ to ‘Any non-Hero Ossiarch Bonereapers Infantry units’�
Kavalos War Chariot p63
Change the first sentence of the effect of ‘Pinning Attacks’ to: ‘If this unit is wholly within 12" of a friendly Liege-Kavalos on War Chariot, apply the effect below� Otherwise, roll a dice � On a 3+, apply the effect below�’
Liege-Mortek p63
Change the timing bar of the ‘Clinical Efficiency’ ability to: ‘Once Per Turn (Army), Any Combat Phase, Reaction: You declared a Fight ability for this unit’ Q: Can the target of Vokmortian’s ‘Voice of Nagash’ ability be affected by passive non- Core abilities? A: Yes� A target of ‘Voice of Nagash’ will still be affected by passive non-Core abilities � In addition, it can be picked as the target of and affected by non- Core abilities used by Manifestations , terrain, the unit itself or a player � he target could not be picked as the target of or affected by non-Core abilities that affect it for the rest of the turn, and any persisting effects from a non- Core ability that are already affecting the target will temporarily cease to have an effect on it � : If a unit of Mortek Triaxes doesn’t have any Balefire Braziers next to it, can it use the ‘Cursed Flames’ ability? A: No� Q: What happens to a friendly Balefire Brazier that is next to an enemy unit when that enemy unit is destroyed? A: The Balefire Brazier is removed from the battlefield and is no longer used in the battle � : When a Mortis Reapers unit uses its ‘Necrocaches’ ability but a 1 is rolled on the D3 for the mortal damage, can it still move 6"? A: Yes, because in the ‘Necrocaches’ ability, the damage and the move are separate parts of the effect � : Can Mortis Reapers use their ‘Necrocaches’ ability if they are not in combat? A: Yes� : Can enemy manifestations and faction terrain features be set up within the range of the ‘Deathly Aura’ ability? A: No� Manifestations and faction terrain are affected by enemy abilities as if they were units � In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used � The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battle Traits p64
Replace the effect of ‘Splinters of the Vermindoom’ with: ‘Effect: Set up a Gnawhole on the battlefield more than 9" from all enemy units, more than 3" from all objectives and more than 1" from all other terrain features �’
Pl Agu Epack p64
In the effect of the ‘Plague Rat’ ability, replace ‘chanting roll of 1’ with ‘unmodified chanting roll of 1’ �
Lord Skr Eech Ver Minking p64
Replace Wizard (1) with Wizard (2) in the keywords bar �
Plague Priest on Plague Fur Nace p64
In ‘Altar of the Great Corruptor’ and ‘Corrupting Influence’, replace ‘within 6"’ with ‘within 13"’ �
Grey Seer on Scr Ea Ming Bell p64
In the effect of ‘Altar of the Horned Rat’, replace ‘within 6"’ with ‘within 13"’�
Clawlord p64
Add the following to the effect of ‘Gnash-gnaw on Their Bones!’: ‘If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn �’ Deathmaster Add Wa r d (6+) to the keywords bar �
Stormfiends p64
Change the timing of ‘Grinderfist Tunnellers’ to ‘Once Per Turn (Army), Any Movement Phase’�
War P-Gr in Der p64
Change the Warp-ambush ability to: WAR P-A MBUSH: As the Warp-Grinder’s tip tears open the realms, Skaven warriors burst forth shrieking and with blades drawn. Declare: You can only use this ability if this unit is in the tunnels below� ffect: Roll a dice and pick one of the following effects � n a 4+, pick an enemy unit that is more than 6" from all other enemy units � You can set up this unit on the battlefield in combat with that enemy unit and not in combat with any other enemy units � Then, if another friendly unit was set up in the tunnels below with the ‘Tunnel Skulkers’ ability, you can set up that unit wholly within 6" of this unit, in combat with that enemy unit, and not in combat with any other enemy units � ou can set up this unit anywhere on the battlefield more than 9" from all enemy units � Then, if another friendly unit was set up in the tunnels below with the ‘Tunnel Skulkers’ ability, you can set up that unit wholly within 6" of this unit and more than 9" from all enemy units� Your Movement Phase
Warp Lightning Vortex p64
In ‘Warp Vortex’, replace: ‘In addition, if an enemy unit passes across this Manifestation ’ with: ‘In addition, if an enemy unit passes across this Manifestation and/or the round-cornered triangle formed by drawing a line around all the bases of the Manifestation ’s parts’�
Path to Glory, Anvil of Apotheosis p64
Change the Regiment Options for the Masterclan Great Clan to ‘A ny Sk aven units’� AR MY OF R ENOWN,
Thanquol’s Mutated Menagerie p64
Add the following to the beginning of the effect of ‘Monstrous Entourage’: ‘The Companion weapon ability has no effect on Mutated Menagerie units� In ‘Rampaging Demise’ and ‘Spiteful Swarms’, replace ‘when this unit is destroyed’ with ‘when this unit would be destroyed’ � The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Skaven p65
Q: If I pick a friendly Stormfiends unit as the target of the ‘Filth-crust’ prayer with a chanting roll of 8+, how would the Crit (Mortal) weapon ability interact with the ‘Shock Gauntlets’ ability? A: The Crit (Mortal) weapon ability would inflict mortal damage on the target unit equal to the Damage characteristic and the attack sequence would end, so ‘Shock Gauntlets’ would have no further effect � : If an enemy unit is affected by the ‘Gaze of the Gnaw’ ability and must attack Vizzik Skour, can the models in that unit that are not within Vizzik Skour’s combat range after piling in attack? A: No� : If a Warp-Grinder picks another Warp-Grinder unit to be set up in the tunnels below using the ‘Tunnel Skulkers’ ability, can both of those units use the ‘Warp-Ambush’ ability to attempt to set up the units on the battlefield? A: Yes� Q: When using the Grey Seer’s ‘Warpstone Shards’ ability, if the 3D6 casting roll includes 2 or more rolls of 1 (before removing one of the dice), is that spell miscast? A: Yes� : If a flying unit passes across a Gnawhole, does it ignore the effect of the ‘Volatile Ground’ ability since the ‘Fly’ ability means that units ignore terrain features while moving? A: No� The unit still counts as having passed across the Gnawhole, so the effect applies � : Can a Mutated Menagerie Hell Pit Abomination that is picked as the target of the ‘Rampaging Demise’ ability avoid being destroyed if I roll a 5 or 6 on the ‘Too Horrible To Die’ ability? A: Yes� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Battle Traits p66
Add the following to the ‘Daemonhood’ effect of the ‘Dark Apotheosis’ ability: ‘If any Manifestations that were summoned by the target are on the battlefield, those Manifestations are removed from play�’ hange the third sentence of the ‘Daemonhood’ effect of the ‘Dark Apotheosis’ ability to: ‘If the target is your general, the Daemon Prince becomes your general instead and is added to your general’s regiment’ � hange the effect of ‘Pledged to Slaanesh’ to: ‘For the rest of the turn, when making charge rolls for friendly Pledged to Slaanesh units, you can roll 1 additional dice (to a maximum of 3), but if you do, you must discard 1 dice of your choice�’
Battle Formations p66
Change the second sentence of the Godswrath Warband’s ‘Ironclad Onslaught’ ability to: ‘Then, roll a D3 for each enemy unit contesting an objective that has a friendly defiled token � Change the effect of the Darkoath Horde’s ‘Rally the Tribes’ ability to: ‘Set up a replacement unit with half the number of models from the target unit (rounding up) on the battlefield, wholly within 6" of a battlefield edge and more than 3" from all enemy units �’ dd a command point cost of 1CP to ‘Rally the Tribes’ � hange the Despoilers’ ‘Feral Ruin’ ability to: FERAL RUIN : A Daemon Prince’s unholy radiance draws to them the most savage of chaotic creatures, abominations against nature that hunger to spill blood. Declare: Pick a friendly Daemon Prince to use this ability � Then, pick a visible non-Daemon non-Unique Slaves to Darkness unit wholly within 12" of this unit to be the target � ffect: Remove any Pledge to Chaos keywords the target has � Then, the target gains any Pledge to Chaos keywords this unit has � Once Per Turn (Army), End of Your Turn
Heroic Traits p66
Change the timing of the ‘Favoured of the Pantheon’ ability to ‘Passive’�
Ensorcelled Banners p66
Change the second sentence of the ‘The Banner of Screaming Flesh’ ability to: ‘In addition, while this unit includes any standard bearers, if this unit charged this turn, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn �’
Darkoath Warqueen p66
Change ‘Ruin-blessed Conqueror’ to: RUIN-BLESSED CONQUEROR: A Warqueen heeds the whispers of the gods, ravaging lands in their name and drawing their gaze onto her warrior hordes. Declare: Pick an objective that this unit is contesting � ffect: Roll a dice� On a 3+, for the rest of the turn, friendly Darkoath units have Wa r d (5+) while they are contesting that objective� Once Per Turn (Army), Any Hero Phase
Archaon, the Everchosen p66
In the ‘Spell-eater’ effect of ‘Three-headed Titan’, replace: ‘On a 2+, it is banished and inflict D3 mortal damage on the unit that summoned it �’ ith: ‘On a 2+, it is banished and removed from play� In addition, inflict D3 mortal damage on the unit that summoned it �’
Gaunt Summoner p66
Change the Save characteristic to 5+ and change Wa r d (6+) to Wa r d (5+) on the keywords bar �
Gaunt Summoner on Disc of Tzeentch p66
Change the Health characteristic to 7 and the Save characteristic to 5+� Change Wa r d (6+) to Wa r d (5+) on the keywords bar �
Slaughterbrute p66
Change the effect of ‘Sigils of Domination’ to: ‘For the rest of the battle, while this unit is within its master’s combat range: dd 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3 � Th is unit can ignore the effects of the Companion weapon ability on its weapons�’
Raptoryx p66
Add the following to the ‘Crazed Flock’ ability: ‘This ability also affects Companion weapons�
Path to Glory, Flaws p66
Change the timing of ‘Spurned by the Gods to: ‘Passive, Warriors of Chaos or Darkoath only’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Slaves to Darkness p67
Q: When using the ‘Dark Apotheosis’ ability to set up a Daemon Prince, does that Daemon Prince have to be included on my army roster and do I need to spend points on it? A: No to both� : If Archaon the Everchosen uses the ‘Eye of Sheerian’ ability and, as a result, the Slaves to Darkness player has to take the first turn in a battle round after taking the second turn in the previous battle round (i.e., they end up taking a ‘double turn’), does the Slaves to Darkness player suffer the penalties for taking a ‘double turn’, for instance not being able to pick a battle tactic or their opponent counting as the underdog for the rest of the battle? A: No� The penalties for taking a double turn only apply if you ‘chose’ to go first in the current battle round � : Can a unit use the ‘Pledge to Chaos’ ability while it is not on the battlefield, e.g. if it is set up in reserve in a Silver Tower? A: No� : Can a Gaunt Summoner use the ‘Minions of the Silver Tower’ ability more than once to set up multiple units in a Silver Tower? A: No, as stated in Core Rules, 5 �3� Q: Can I include more than 1 Ensorcelled Banner in my Slaves to Darkness army? A: No� Ensorcelled Banners are enhancements, and as stated in Army Composition, 4 �1 , you can only take 1 enhancement from each enhancement table in your faction rules � : Can Regiments of Renown be included in a Legion of the First Prince army? A: Yes� : Can a Daemon Prince from the Godmarked Ascendant Regiment of Renown be given enhancements? A: Yes� In Army Composition 3�5 i t states that a unit cannot use faction rules (including enhancements) unless they have a keyword that matches up with the faction’s name � Since the Godmarked Ascendant Regiment of Renown adds such a keyword, that unit is eligible to be given enhancements � In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Path to Glory, Pick Any Other Upgrades p67
Add the following to the effect of ‘Thrill of Battle’: ‘Units can be affected by this ability multiple times and the effects are cumulative �’
Spearhead, Darkoath Raiders p67
Change the effect of ‘Rage of Arkhar’ to: ‘For the rest of the turn, add 1 to the Attacks characteristic and the Rend characteristic of the target’s melee weapons �’ hange the first sentence of the Darkoath Marauders’ ‘Glorious Death’ ability to: ‘Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking model, roll a dice�’ hange the second sentence of the Darkoath Savagers’ ‘Visions of Glory’ ability to: ‘For each 4+, until the start of your next turn, you can reroll 1 hit roll, 1 wound roll, 1 run roll or 1 save roll for this unit �’
Army Ofr Enown, Legion of the First Prince p67
Change the final sentence of the introductory paragraph to: ‘All units in your army gain the Legion of the First Prince keyword except for those in a Regiment of Renown �’ hange the second bullet point of the effect of the ‘First-damned Prince’ ability to: ‘In addition, each time you make a successful ward roll for that friendly Be’lakor, allocate 1 damage point to a friendly non- Hero Legion of the First Prince Daemon unit within Be’lakor ’s combat range after the damage sequence for Be’lakor has been resolved (ward rolls cannot be made for those damage points) �’
Regiment Ofr Enown, Godmarked Ascendant p67
Change the first bullet point of ‘Gifts of Chaos’ to: ‘If this unit has the Blades of Khorne keyword, add 1 to the Attacks characteristic of its Hellforged Weapons and its Hellforged Weapons have the Blood-Hungry weapon ability�’
Spearhead, Deathrattle Tomb Host p68
Change the declare step of ‘King of Shambling Bones’ to: ‘Declare: Pick a friendly unit wholly within 12" of this unit to be the target �’ hange the timing of ‘Aura of Antiquity’ to ‘Once Per Turn (Army), Your Combat Phase’� hange the timing of the Barrow Knights’ ‘Cursed to Rise Once More’ ability to ‘End of Your Turn’�
Manifestations of the Grave p68
Add the following to the effect of ‘Summon Sanguine Swarm’: ‘A Sanguine Swarm endless spell has 2 parts that must be set up within 9" of each other �’ hange the effect of ‘Summon Hand of Nagash’ to: ‘Set up a Hand of Nagash wholly within 12" of and visible to the caster and more than 9" from all enemy units �’ hange the effect of ‘Summon Sanguine Swarm’ to: ‘Set up a Sanguine Swarm wholly within 12" of and visible to the caster and more than 9" from all enemy units � A Sanguine Swarm spell has 2 parts that must be set up within 9" of each other �’ hange the effect of ‘Summon Unholy Reliquary’ to: ‘Set up an Unholy Reliquary wholly within 18" of the caster, visible to them and more than 3" from all enemy units �’
Prince Vhordr Ai p68
Change the declare step of ‘Trail of Crimson’ to: ‘This unit can make a pile-in move (even if it is not in combat) � Then, if this unit is in combat, pick an enemy unit in combat with it to be the target �’
Lauk a Vai, Mother of Nightmar Es p68
In the declare step of ‘Impaling Talons’, replace ‘charged this phase’ with ‘charged this turn’ �
Bellada Mma Volga, First of Thev Yrkos p68
In the effect of ‘Under a Killing Moon’, replace: ‘Add 1 to the Rend characteristic of the targets’ melee weapons’ with: ‘Add 1 to the Rend characteristic of the targets’ melee weapons (including Companion weapons)’�
Necromancer p68
Change the effect of ‘Vanhel’s Danse Macabre’ to: ‘The target can use 2 Fight abilities this phase � After the first is used, the target has Strike-last for the rest of the turn �’
Wight King on Skeletal Steed p68
Change the last line of the effect of ‘Ancient Barrow Curse’ to: ‘Subtract 1 from save rolls for cursed units even if this unit has been destroyed �’
Barrow Knights p68
Change the timing of ‘Cursed To Rise Once More’ to ‘Once Per Turn (Army), End of Any Turn’�
Unholyr Eliqua Ry p68
Change the last sentence of ‘Draw on Power’ to: ‘Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn � Then, this Manifestation is banished and removed from play�’
Anvil of the Apotheosis p68
Add the Wa r d (6+) keyword to the starting Soulblight Gravelords hero warscroll �
Crimson Keep p68
Add Fell Bats to the Roster Options box � hange the effect of ‘From a Quarter Unseen’ to: ‘Set up each target wholly within 9" of the battlefield edge and more than 9" from all enemy units � If you set up any units using this ability in the third or a subsequent battle round, do not spend any command points when using the ‘Carve a Bloody Path’ command this turn �’ The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Ionus Cryptborn p69
Add the Ruination Chamber keyword to the keywords bar � dd the ‘Ruination Chamber’ ability to the warscroll: RUINATION CHAMBER: These veterans march where others cannot tread, fighting upon battlefields transformed into scenes of apocalypse. Even the most corrosive magics find no purchase on their souls. Effect: Make a resistance roll of D6 � On a 4+, that ability has no effect on this unit � Once Per Turn (Army), Reaction: This unit was picked as the target of a non-Core ability
Lord-Imperatant p69
Change the timing of ‘Guided by Lightning’ to ‘Once Per Battle (Army), Your Movement Phase’�
Kn Igh T-Vex Ill or p69
In the effect of ‘The Banner of the Reforged’, replace ‘Pick D3’ with ‘Pick up to D3’�
Pr Aetors p69
Change the effect of ‘Soul-bonded’ to: ‘Effect: Pick a friendly Stormcast Eternals Hero to be this unit’s soul-bonded charge for the rest of the battle � This unit can use this ability while it is in reserve �’
Stor Mstrike Palladors p69
Change the Hit characteristic of the Gryph-charger’s Talons weapon to 4+�
Hurricane Crossbows p69
Change the timing of ‘Coordinated Strike’ to ‘Your Shooting Phase’�
Lord-Vigilant on Morrgryph p69
In the effect of ‘Vice-like Grip’, replace ‘The target cannot be picked as the target of commands’ with ‘The target cannot use commands’ �
Vanguard Chamber Warscrolls p69
This update affects the following warscrolls: anguard-Raptors with Longstrike Crossbows anguard-Raptors with Hurricane Crossbows anguard-Palladors with Starstrike Javelins anguard-Palladors with Shock Handaxes Vanguard-Hunters eave Blacktalon Lord-Aquilor Change the ‘Vanguard Chamber’ ability to: VA NGUA R D CH A M BER: Through swiftness, guile and more than a hint of savagery, the warriors of the Vanguard chambers are able to outfight forces many times their own limited numbers. Effect: For the rest of the turn, this unit can use Shoot and/ or Charge abilities even if it used a Run or Retreat ability in the same turn � Once Per Turn (Army), Your Hero Phase
Dais Arca Num p69
In the ‘Arcane Enhancement’ ability, change the first bullet point to: ‘• Th at unit has Ward (5+) and Fly� then add the following bullet point: ‘• f that unit is picked to make a pile-in move, move this Manifestation instead�’ nd change the final sentence to: ‘If the unit on the platform is removed from the battlefield, immediately remove this Manifestation from play�’
The Anvil of Apotheosis p69
In Step 6 – Battle Mount Upgrades, change the effect of ‘Rending Claws’ to: ‘Monster only� Your hero’s Mighty Flying Noble Beast’s Claws or Flying Noble Beast’s Claws have a Damage characteristic of 3 �’ n Step 7 – Pick Any Other Upgrades, change the Effect of ‘Radiant Wings’ to: ‘Infantry only� Change your hero’s Move characteristic to 12" and your hero has Fly� The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Stormcast Eternals p70
Q: Can I use the ‘Ruination Chamber’ ability to react to enemy abilities that target a friendly unit with that ability if that ability takes place outside of the regular turn sequence (e.g. a Deployment Phase ability)? A: Yes� Q: If I use the ‘Ruination Chamber’ ability to react to an ability that targets multiple units and/or has multiple effects (e.g. ‘Power Through’), and the roll is successful, should my opponent still resolve the parts of the ability that affect other units? A: Yes� The ‘Ruination Chamber’ ability only allows you to ignore the effect of that ability on that unit; it does not stop the effect from being resolved for other units � In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Path to Glory, Path of Ther Edeemer p70
Change the timing of ‘Heralds of the Tempest’ to ‘Once Per Battle, Your Movement Phase’� hange the timing of ‘Blessed by Azyr’ to ‘Any Hero Phase’ and the timing bar colour to gold �
Army of Renown, Ruination Brotherhood p70
Change the first sentence of the effect of ‘Raven’s Flight’ to: ‘Add 2" to the target’s Move characteristic for the rest of the turn’ � n the Roster Options box, in the first bullet point, replace ‘(must be included and must be your general) with ‘(this unit gains the Wa r m aster keyword, must be included and must be your general)’� hange the timing of ‘Corven Lord’ to ‘Passive’ �
Army Ofr Enown, Heroes of the First -F Orged p70
In the Roster Options box, in the first bullet point, replace ‘(must be included and must be your general) with ‘(this unit gains the Wa r m aster keyword, must be included and must be your general)’�
Regiment Ofr Enown, the Horizon Seekers p70
In the Organisation section, change ‘1 Vanguard-Palladors unit with 3 models’ to ‘1 Vanguard-Palladors with Starstrike Javelins unit with 3 models’�
Rules Reference p70
Change the first sentence of the effect summary of ‘Summon Dais Arcanum’ to ‘targets friendly non- Fly Stormcast Eternals Infantry Hero wholly within 12"�’
The Lady of Vines p71
Change the effect of ‘Hands of the Everqueen’ to: ‘The next time this unit uses a non- Summon Spell ability this phase, when picking targets for that spell, you can measure range and visibility from the target terrain feature instead of from this unit, and your opponent can measure range and visibility to the target terrain feature instead of to this unit for the purposes of the ‘Unbind’ ability�’
Path to Glory, Anvil of Apotheosis p71
Change the timing of ‘Noble Guardian’ to: ‘Passive’ �
Army Ofr Enown, Battle Traits p71
Change the effect of ‘Vengeance for the Lost’ to: ‘If your Soulpod Grove has been demolished this battle, add 2 to the Attacks characteristic of friendly Soulpod Guardians units’ melee weapons�’
Prayer Lore p71
Change the effect of ‘Song of the Lost’ to: ‘Until the start of your next turn, subtract 1 from wound rolls for attacks that target that friendly unit � In addition, if the chanting roll was 8+, pick 1 of the following effects: • You can Heal (3) the target � • I f the target is not a Monster , ignore modifiers to save rolls for the target (positive and negative) until the start of your next turn �’
Path to Glory, Path of the Verdant Lord p71
Add the following to the effect of ‘Song of the Land’: ‘You can measure the creeping overgrowth from objectives that have a friendly overgrown token �
Drycha Ha Madr Eth p71
Change the ability ‘Merciless Ambush’ to: MERCILESS AMBUSH: Despite her size and terrifying presence, Drycha stalks silently through hidden realm-root passageways, emerging without warning to fall upon her prey. Declare: If this unit is not in combat and has not used a Run or Retreat ability this turn, make a charge roll of 2D6 � ffect: You can remove this unit from the battlefield and set it up again within ½" of an enemy unit and wholly within X" of a terrain feature that has a friendly overgrown token , where X is equal to the charge roll � If you do so, this unit has charged � Keywords Core, Move, Charge, Rampage Your Charge Phase
Grove Guardian p71
Change the effect of ‘Regenesis’ to: ‘If the chanting roll was 6+, you can pick another eligible unit to be a second target� If a target is a non-Hero Revenant Infantry or Dryads unit, return up to D3 models to the target unit � Otherwise, Heal (3) that target �’ hange the ‘Soulshriek’ ability to: SOULSHRIEK: Should a Revenant be slain in their presence, a Grove Guardian can trigger a spiritual backlash through the fallen’s lamentiri fuelled by the collective trauma of generations, stilling the heart of their killer in a sudden burst of soul-shock. Declare: Pick each friendly non- Hero Revenant unit wholly within 12" of and visible to this unit to be the targets � ffect: For the rest of the phase, each time a model in a target unit is slain by a combat attack, roll a dice � On a 5+, inflict 1 mortal damage on the attacking unit � Once Per Turn (Army), Any Combat Phase The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Battletome: Sylvaneth p72
Q: What units can be replaced with Alarielle’s ‘The Goddess of Life’ ability? A: Only Alarielle � : How many models are in a Kurnoth Hunters unit that has been replaced using the ‘Awaken Slumbering Spirits’ ability? A: One� : When using the ‘Fury of the Forest’ ability, can you pick a friendly unit that is in combat with an enemy unit and an enemy manifestation or faction terrain? A: Yes� Q: Does a Soulpod Grove terrain feature in the Soulpod Guardians Army of Renown still count as an Awakened Wyldwood? A: Yes� It uses the Awakened Wyldwood warscroll and counts as a single Awakened Wyldwood for abilities � : Is a unit considered to be wholly within the creeping overgrowth if it is not wholly within the range of a single terrain feature with an overgrown token, but it is wholly within overlapping ranges of multiple different terrain features with overgrown tokens? A: Yes� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Path to Glory Roster p73
Add the following: ‘Armies of Renown: You can pick an Army of Renown when picking your faction � If you do so, you must use its faction rules � You can still include a Ravaged Coast Regiment of Renown even if the roster options do not allow it, but you cannot include any other units that are not listed in the roster options � Units in the Ravaged Coast Regiment of Renown do not gain your Army of Renown’s keyword�’
Addenda p73
The following rules updates add text in order to clarify ambiguities and/or avoid unintended interactions �
Path to Glory Roster p73
Add the following to Regiments: ‘Each Hero’s battle profile lists which units can be added to their regiment, and each non- Hero unit lists any relevant keywords it has�’
Ravaged Coast Abilities p73
Change the timing of ‘Poisoned Domain’ to ‘Once Per Turn, End of Your Turn’�
Emberstone Upgrades Table p73
Replace the rows for ‘Heroic Trait’ and ‘Artefact of Power’ with ‘Enhancement’, with a cost of 3 Emberstone Shards �
Gain an Enhancement, Spell or Prayer p73
Change the first sentence to: ‘Emberstone shards can be spent to gain 1 enhancement (e �g� heroic trait, artefact of power or unique enhancement), 1 spell or 1 prayer for your army�’
Path of the Ruler p73
Change the timing of ‘Drillmaster’ to ‘Any Combat Phase’ �
Path of the Sorcer Er p73
Change the effect of ‘Focused Sorcery’ to: ‘The first time this unit uses a non- Summon Spell ability each phase, add 2 to the casting roll for that spell �’
Path of the Pack p73
Add ‘This ability also affects Companion weapons’ to the effects of ‘Hunter’s Instinct’ and ‘Sparking Claws’ �
Path of the Artillerist p73
Change the timing of ‘King of the Hill’ to ‘Passive’ �
Path of the Behemoth p73
Add ‘This ability also affects Companion weapons’ to the effects of ‘Unrestrained Aggression’ and ‘Burning Bloodlust’ � hange the effect of ‘Furnace of Fury’ to: ‘This unit can use 2 different Rampage abilities in the same turn �’
Battleplan:R Aid on Hel’s Claw p73
Change the timing of ‘Ever-burning Coals’ to ‘Once Per Turn, Your Movement Phase’�
Universal Enhancements and Lores p73
Change the effect of ‘Brash and Angry’ to: ‘If this unit is not in combat, it can immediately use a Charge ability as if it were your charge phase, but it must end the move within ½" o f that enemy unit� If it does so, this unit has charged and that enemy unit’s Charge ability has no effect � This unit has Strike-last for the rest of the turn �’ emove the Core, Move and Charge keywords from ‘Brash and Angry’� The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions �
Path to Glory: Ravaged Coast p74
Q: When building my Path to Glory roster, I can include regiments with units from different factions that are from the same grand alliance as my general. When I do so, can I use the battle traits or enhancements from that other faction? A: No, you can only use battle traits and enhancements from the faction that you picked for your Path to Glory army or from the universal enhancements included in Path to Glory: Ravaged Coast � : Can I add spells or prayers from a manifestation lore to my Arcane Tome when first creating my army roster? A: No� : Can I add spells from one of the universal manifestation lores (such as Forbidden Power) to my Arcane Tome? A: Yes� : Do you have to include faction terrain (e.g. Gnawholes or awakened Wyldwoods) as part of your roster to use abilities that place them on the battlefield (i.e. ‘Splinters of the Vermindoom’ or ‘Treesong’)? A: No� Q: Do battle formations, enhancements and lores cost points? A: No� : Does the ‘Headshot’ ability of the Vanguard-Raptors with Longstrike Crossbows allow that unit to ignore the effect of the ‘Protect at all Costs’ ability on the Twisted by Rage battleplan? A: No� : Can an army use a battle trait (such as ‘Treesong’ or ‘Splinters of the Vermindoom’) or an ability on a warscroll of a unit in their army during a battle to set up a faction terrain feature that is not on their roster? A: Yes� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used � Path to Glory: Blighted Wilds UNIVERSAL ENHANCEMENTS AND LOR ES,
Heroic Traits p75
Change the second sentence in the effect of ‘Arcane Disruptor’ to: ‘On a 5+, the target is banished and removed from play �’
Severe Battle Scars p75
Change the effect of ‘Abject Apathy’ to: ‘Ignore the effects of Strike-first and Strike-last on this unit �’
Critical Battle Scars p75
Change the effect of ‘Parasitic Clusters’ to: ‘Each time this unit is set up on the battlefield as a result of a friendly ability, including during deployment, it must be set up within 1" of a battlefield edge and more than 9" from all other units �’
Spell Lor E, Lore of the Overgrown Wilds p75
Change the effect of ‘Shifting Lands’ to: ‘Until the start of your next turn, enemy units cannot be set up within 12" of the target as a result of an enemy ability �’
Landmark of Ghyran, Other Upgrades p75
Change the effect of ‘Hidden Within’ to: ‘Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 7" of this terrain feature and more than 3" from all enemy units � f the target is a Hero , Wa r M achi n e or Monster, you must spend an additional command point to use this ability and if the target has a unit size of 1, you must allocate a number of damage points to the replacement unit equal to half its Health characteristic �’
Landmark of Ghyran, Cur Ator Upgrades p75
Change the effect of ‘Chained Magic’ to: ‘If this terrain feature has a Curator when it is destroyed, after setting up the Curator on the battlefield, set up a friendly Manifestation that can be summoned using a Summon spell from your Arcane Tome on the battlefield within 3" of that unit and not in combat � If that Manifestation has multiple parts, all parts must be set up within 3" of that unit � That unit has summoned that Manifestation � If there is already a friendly Manifestation of the same type on the battlefield, it is immediately banished and removed from play before being set up as described above �’
Regiment of Ghyran p75
Change the third sentence of the second paragraph to: ‘A Regiment of Ghyran contains 2-4 units and can include a Hero� The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions � : When creating your initial 1000-point roster, do you have to pay for individual Spell , Prayer or Summon abilities if the associated lore has a points cost? A: No� Q: During deployment, can you deploy both a regular faction terrain feature and a Landmark of Ghyran or just one of them? A: You can deploy both� In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used �
Spearhead Reference
Deployment p1
Attacker sets up their army first, followed by the defender. Each unit must be set up wholly within friendly territory and more than 6" from enemy territory.
Seizing the Initiative p1
If the player who went second in the previous battle round wins the priority roll and chooses to go first in the current battle round, they do not draw any battle tactic cards for that battle round unless they are the underdog and the difference in victory points between the players is 5 or more.
Victory Points p1
At the end of each of your turns: • Score 1 victory point if you control at least one objective. • Score 1 victory point if you control two or more objectives. • Score 1 victory point if you control more objectives than your opponent. • Score 1 victory point for each battle tactic you completed this turn.
Battle Tactics Cards p1
• Start of first battle round: draw 3 battle tactic cards. • Start of second or later battle round: discard any battle tactic cards in your hand if you wish. Then if you have less than 3 battle tactic cards in your hand, keep drawing them until you have 3.
Sequence p1
• First battle round: attacker chooses who takes the first turn. Later battle rounds: players make a priority roll (Core Rules, 12.0). • Determine underdog (Core Rules, 12.0). • Draw twist card . • Players draw battle tactic cards (see below). • Start of Battle Round abilities are used.
Call for Reinforcements p1
Declare: Pick a friendly Reinforcements unit that has been destroyed . Effect: Set up an identical replacement unit on the battlefield, wholly within friendly territory, wholly within 6" of the battlefield edge and not in combat. Each Reinforcements unit can only be replaced once. Replacement units cannot themselves be replaced. Keywords Core Once Per Turn, Your Movement Phase
Terrain p1
Large Terrain Feature: Cover, Obscuring, Unstable Small Terrain Feature: Cover, Unstable 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 or has the Fly keyword. 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. 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.
Pr E-Battle Sequence p1
• Roll off. Winner chooses who is attacker and who is defender. • Attacker picks regiment ability and enhancement, then defender does so. • Defender chooses Aqshy or Ghyran side of realm battlefield. • Defender picks deployment map (horizontal or diagonal) and chooses which territory is theirs. • Defender sets up 1 large and 1 small terrain feature. Then attacker does the same. Each terrain feature must be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory. Terrain features cannot be set up on objectives. © Copyright Games Workshop Limited 2024
Normal Move p2
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. Keywords Core, Move
Run p2
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. Keywords Core, Move, Run
Retreat p2
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 Your Movement Phase
Charge p2
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 ½" of an enemy unit. If it does so, the unit using this ability has charged . Keywords Core, Move, Charge
Fight p2
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
Shoot p2
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. Effect: Resolve shooting attacks against the target unit(s). Keywords Core, Attack, Shoot Your Shooting Phase Your Charge Phase Any Combat Phase
Universal Weapon Abilities p2
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: This weapon is not affected by abilities used by a friendly unit that affect the Attacks characteristic or the attack sequence. 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. End of TurnCombat Phase Charge Phase Shooting PhaseHero Phase Movement PhaseStart of TurnPHASES © Copyright Games Workshop Limited 2024 © Copyright Games Workshop Limited 2024
Parsed from the official PDFs in data/raw/rules/. Re-run
scripts/build_rules.py after dropping in a new Battlescroll.