AoS 4 Core Rules (FAQ - No Spearhead)
AoS 4 Core Rules (FAQ - No Spearhead)
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THE RULES
THE RULES:
DIGITAL DOWNLOAD
This download explains how to play games of Warhammer Age of Sigmar
with your collection of Citadel Miniatures. It is divided into 4 sections:
3
CORE RULES
BATTLEPACKS
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.
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.
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.
4
CORE RULES
CORE RULES
THE MOST 1.0 CORE CONCEPTS
IMPORTANT RULE
battlefield
enemy
DESIGNER’S NOTES
D3
supplementary information.
modifiers
re-roll
roll off
5
CORE RULES
FACTIONS
faction
WARSCROLLS
warscroll
1 MOVE
• SPEARHEAD WARSCROLL •
9"
CLAWLORD
HEALTH
5
SAVE
2 7 4+ ON GNAW-BEAST
2 4 7 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
3 CONTROL Crit (Auto-wound),
10" D6 3+ 3+ 1 1
Clawlords are the tyrannical MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
rulers of the Clans Verminus,
the lives of thousands of Warpforged Halberd 3+ 4+ 1 2
minions theirs to expend at a 4+ 3+ D3 Companion
moment’s notice. It takes both
cunning and viciousness to
hold their lofty position, and Passive 8
successful Clawlords must be CORNERED RAT:
willing to stoop to any foul end
and fight like cornered animals
in order to keep their star in Effect:
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.
6 KEYWORDS
8 ABILITIES
4 The SAVE characteristic determines how well
6
CORE RULES
ABILITIES
abilities
5.1
5.2 USING ABILITIES keywords
keywords bar,
Q: When resolving the effect of an ability that
Core Attack and Shoot
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. Run or Retreat
USING ABILITIES
The timing
Reaction timing.
Effect
PASSIVE ABILITIES
Passive passive abilities
7
CORE RULES
ABILITIES EXAMPLE
1
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.
Any Combat Phase
FIGHT:
their foes.
Declare: charged
pile-in move
in combat
reactions Attack
Reaction: You declared an Attack ability Reaction: Opponent declared an Attack ability
ALL-OUT ATTACK: ALL-OUT DEFENCE:
frenzied vigour.
effect
Any Combat Phase
FIGHT:
their foes.
Declare: charged
pile-in move
in combat
8
CORE RULES
VISIBILITY
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.
9
CORE RULES
7.0 COMBAT RA NGE
combat range 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.
3"
3" 3"
3"
3"
10
CORE RULES
ATTACKER’S TERRITORY
9.1.2 TERRITORIES
within
unit is within that territory.
wholly within
neutral territory
CORE RULES
10.0 THE DEPLOYMENT PHASE Player who begins
deployment can use any
Deploy Terrain abilities,
followed by their opponent.
Players alternate using
STEP 1 – DEPLOY FACTION TERRA IN FEATURES Deploy abilities.
Player who begins
Deploy Terrain deployment must use
Deploy Terrain any other Deployment
Phase abilities, then their
opponent can do so.
Deploy
Deploy
Deploy
Keywords Deploy
Deploy abilities.
Deployment Phase
Keywords Deploy
DEPLOY FACTION TERRA IN:
Declare:
Deploy abilities,
Effect:
wholly within friendly territory, more than 3" from Stormcast Eternals.
12
CORE RULES
not
previous battle
current battle round.
active player
Charge Phase
Any (…) Phase
Combat Phase
13
CORE RULES
14.0 UNIVERSAL CORE ABILITIES 14.2 SHOOTING PHASE
The following Core
Core Your Shooting Phase
SHOOT:
Declare: Declare:
Run or Retreat
charge roll
Effect: of 2D6.
Move characteristic added to
cannot Effect:
charge roll can move
Keywords Core, Move, Run
and must
Your Movement Phase charged
RETREAT:
Keywords Core, Move, Charge
Declare:
14.4 COMBAT PHASE
Effect: Inflict Any Combat Phase
Move FIGHT:
can
cannot end
Declare:
charged
Keywords Core, Move, Retreat
(see 15.3). Then, if
in combat
(see 16.0).
14
CORE RULES
MOVEMENT
When moving a unit, move
any number of models in 15.0 MOVEMENT
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.
6"
15.1 COHERENCY
After finishing a move, set up or
a unit must be in a
single group. within coherency range
Coherency range is
½" horizontally.
Each model must be within For the majority of units,
coherency range of a
different model from the
same unit.
While a unit has 7+ models,
each model must be in
coherency with 2 other
models in the unit.
15
CORE RULES
15.2 MOVING ACROSS TERRA IN
terrain features Models can move freely
over terrain features 1" or
in height less in height.
Models can climb up and
down terrain features, and
move mid-climb. they can jump down from a
higher ledge.
15.2.1 JUMPING DOWN Models cannot end a move
jump down mid-climb or mid-jump.
15.4 FLYING
Fly
Passive
FLY: Fly keyword
Effect:
16
CORE RULES
ATTACKING
Pick targets for all attacks
when declaring an 16.0 PICKING TARGETS
Attack ability. Attack
If a unit is in combat, it unit(s) for its attacks
can only attack units it is Attacks weapons
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. in combat
If making a shooting
attack, the target must
be visible and within the
weapon’s Range. Combat attacks
A unit cannot make combat range
shooting attacks if it
is in combat, unless
otherwise specified. Shooting attacks ranged weapons
Range
cannot
in combat
Weapon Abilities).
1. Hit Roll:
Hit
fails
Weapon Abilities).
critical hit
Wound Roll:
weapon’s Wound
fails
Save
fails
successful attack
inflicts
Damage
Attack resolved
damage sequence (see 18.0).
17
CORE RULES
17.1 ATTACK MODIFIERS AND CAPS
wound rolls and save rolls are capped
hit roll
wound roll
-1 (if negative).
save roll
doesn’t stop the attack sequence for all the attacks, just that specific attack.
18
CORE RULES
1.
2.
Passive
WARD SAVE:
Effect: of
damage point damage pool
ward value
damage pool.
allocating
Health characteristic
slain
damaged
You must remove the fewest models possible to make the unit a single
coherent group.
19
CORE RULES
ATTACKING DIAGRA M Attacker makes a hit roll
of D6. If the roll equals
ATTACK SEQUENCE or beats the weapon’s
Hit characteristic, it is a
ATTACK successful hit.
Attacker makes a wound
roll of D6. If the roll equals
or beats the weapon’s
NO Hit roll
Wound characteristic, it is
success? a successful wound.
Defender makes a save
roll of D6. Subtract the
attacking weapon’s Rend
characteristic from the
Successful Hit YES roll. If the result is less
than the defending unit’s
Save characteristic, it is a
successful attack.
NO
Wound Inflict an amount of
NO
Attack Fails roll damage on the target equal
success? to the attacking weapon’s
Damage characteristic.
Resolve ward saves.
Allocate damage points.
Successful Wound YES Unmodified hit rolls,
wound rolls and save rolls
of 1 always fail.
NO
Mortal DAMAGE
Damage POOL
DAMAGE SEQUENCE
20
CORE RULES
ATTACKING EXAMPLE
wound roll
Wound
Save
Damage
2
Clawlord’s
damage pool
21
CORE RULES
4
critical hit
Crit (Mortal) weapon
ability, which inflicts 2 mortal damage (see 17.2), directly
4
Clawlord’s
damage pool
5
save roll
Grandhammer’s
save roll
damage pool
Damage
resolved
6
Clawlord’s
damage pool
Health
Ward (6+)
allocated
damaged
22
CORE RULES
SPECIAL RULES
Strike-first 19.0 STRIKE-FIRST AND STRIKE-LAST
Strike-first units in combat
Fight
Fight Strike-first units have
Fight ability
WEAPON ABILITIES
weapon abilities
Strike-first or
Strike-last constraints,
with Strike-last
UNIVERSAL WEAPON ABILITIES
with Strike-first
Anti- Anti-’.
Anti-
wound
roll for each hit.
20.0 WEAPON ABILITIES
Q: Can I combine multiple instances of the same
Crit (Auto-wound):
weapon ability? For example, if a weapon already has save
Anti-INFANTRY (+1 Rend) and it can also gain that roll as normal.
ability from another source, would it now Crit (Mortal):
have +2 Rend against INFANTRY units? that attack inflicts
A: No. Damage
21.0 HEALING
heal
Heal
Heal (2)
CORE RULES
RETURNING AND ADDING MODELS
return add 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
TOKENS an enemy unit if their unit
is already in combat with it.
SETTING UP UNITS
Some abilities allow you to set up a unit on the battlefield. When doing so, you
must set up all models in that unit. If this is impossible, you cannot use that
ability. A unit set up on the battlefield in a phase other than the deployment
phase cannot use Move abilities in the movement phase of the same turn.
Deploy
REPLACEMENT UNITS
Some abilities allow you to set up a replacement unit. When setting up
that unit, it should have the same warscroll type, weapon options and
number of models as the original unit, unless otherwise specified in the
ability. Many of these abilities specify the proportion of models in the ability
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.
Effect: Hero
not Hero
hit rolls for shooting attacks Hero
Hero Infantry
shooting attacks
CORE RULES
RA NDOM CHARACTERISTICS
When using a random
characteristic, generate it
each time it is needed for
an ability. that characteristic.
When using random
Damage, generate it for
each attack made.
Attack
1. set
2. multiply or a characteristic.
3. add to or a characteristic.
25
CORE RULES
ADVANCED ABILITY RULES
WHO IS USING
THE ABILITY?
can
must
Once
or
26
CORE RULES
END OF TURN
An objective marker is a
40mm round marker. 31.0 END OF TURN OVERVIEW
A model contests an
objective if the objective
marker is within its 1. End of Your Turn
combat range. or End of Any Turn
A player gains control of End of Enemy Turn
an objective if the sum of or End of Any Turn
the Control characteristics 2. Determine which player controls
of friendly models 3. victory points
contesting that objective
is higher than that of
enemy models. 32.0 OBJECTIVES
Check if you gain control of objectives
objectives at the start of the are represented by objective markers
first battle round and at the
end of each turn.
An objective remains
in your control until
your opponent gains
control of it. 32.1 CONTESTING OBJECTIVES
Terrain features are
controlled in the same way contesting
as objective markers but do
not remain in your control
if no friendly models are Each unit can only count as contesting a single objective for the purposes
contesting them. 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.
1. control score
Control
objective control.
2.
army control score
3.
gains control
27
ADVANCED RULES
ADVANCED RULES
Each Advanced Rules section is designed to be modular,
allowing each battlepack to specify which Advanced BUILD YOUR OWN BATTLEPACK
Rules to use with that battlepack. This book contains the There are many, many ways to play Warhammer
following Advanced Rules sections: Age of Sigmar, from Path to Glory battlepacks,
which focus on narrative-driven battles linked in an
ongoing campaign, to Spearhead and Matched Play
COMMANDS (pg 29-30) battlepacks, in which the emphasis is on balance
These rules explain how you can earn command points and competitive play.
to use powerful commands that allow you to react to
abilities and interact in your opponent’s turn. If you are In addition to using official battlepacks, we’d
not using the Commands rules, ignore any abilities that encourage you to use the rules in this section as a
have the command point symbol in the corner. toolbox, mixing and matching the elements within
to build your own battleplan or battlepack to play
with your friends.
TERRAIN (pg 31-32)
These rules go into more detail about how your models Are you excited to field your entire collection
interact with terrain features, such as how they can take against your friends or to see which monster reigns
cover or even draw power from arcane nexuses. 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
MAGIC (pg 33-34) sibling how to play. These rules provide an open
If you’d like to wield unlimited mystical power by framework that makes each of these things possible.
including Wizards, Priests and manifestations in
your battles, see Magic. Here are some ideas to get you started:
28
ADVANCED RULES
COMMANDS
Any ability with a
command point cost ( ) 1.0 COMMANDS OVERVIEW
is a command. Some abilities, called commands, require that you spend one or more
Each player gains command points ( ) to use that ability. Any ability that has a command
4 command points at the point cost (indicated in the top right corner of the ability) is a command.
start of each battle round.
The underdog gains 1 extra 1.1 EARNING COMMAND POINTS
command point. At the start of each battle round, after determining the underdog, each
Each unit can only use 1 player gains 4 command points. If there is an underdog, they gain 1 extra
command in each phase. command point. At the end of the battle round, the players’ command
Each command can only be points are reset to 0 (any that have not been used are lost).
used 1 time by each army
in each phase. 1.2 USING COMMANDS
You must pay the Commands are used in a similar manner to any other ability. However,
command point cost to use each unit can only use 1 command in each phase, each command can only
a command. 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.
29
COMMANDS, 4.0 SHOOTING PHASE COMMANDS
Q: If a friendly unit is in combat and is armed with a weapon Q: If a unit cannot be picked to be the target of shooting
that has Shoot in Combat, can it use the ‘Covering Fire’ attacks (e.g. an INFANTRY HERO affected by the ‘Guarded
command? Hero’ ability) but is the closest unit to a friendly unit using the
A: No, you can only pick units that are not in combat to use ‘Covering Fire’ command, do I still have to target that unit?
that ability. A: No, you must pick the nearest eligible unit that can be
ADVANCED RULES
picked to be the target of shooting attacks.
Declare: Pick a friendly unit that is not in combat to Effect: Inflict D3 mortal damage on the target. Then,
use this ability. the unit using this ability can move a distance up to
its Move characteristic. It can pass through and end
Effect: That unit can use a Charge ability as if it that move within the combat ranges of enemy units
were your charge phase. 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.
Reaction: You declared a Charge ability 1
Keywords Move
FORWARD TO VICTORY: With their charge
faltering, a rousing command gives the unit renewed
energy to reach their foes.
TERRAIN
The Citadel Terrain List
(pg 65) includes a list of 1.0 TERRAIN OVERVIEW
Warhammer Age of Sigmar Terrain features add interest and tactical challenges to the battlefield. The
terrain features and tells you battleplan or battlepack you are using will explain how to set up terrain.
which terrain abilities each of
them has. 1.1 WHOLLY ON TERRAIN AND BEHIND TERRAIN
A model is wholly on a terrain feature if its base is on that terrain feature
and no part of its base extends past the edge of that terrain feature. A unit
is wholly on a terrain feature if every model in that unit is wholly on that
terrain feature.
Declare: Pick a friendly Hero within 3" of any 1.4.2 OBSCURING TERRAIN
Places of Power to use this ability. Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
Effect: Roll a dice. On a 1, inflict D3 mortal
damage on that Hero. On a 2+: 1.4.3 AREA TERRAIN
• If that Hero is a Wizard or Priest, add Examples: Hills, Stormvault
1 to casting rolls or chanting rolls for that Terrain Abilities: Cover
Hero this turn.
• If that Hero is not a Wizard or Priest, 1.4.4 PLACES OF POWER
they can use the ‘Unbind’ or ‘Banish Examples: Realmgate, Cleansing Aqualith,
Manifestation’ ability this turn as if they had Nexus Syphon
Wizard (1). Terrain Abilities: Cover, Place of Power, Unstable
Keywords Core
31
1.5 FACTION TERRAIN
ADVANCED RULES
Some factions have special terrain features called faction terrain The Citadel Terrain List
features. Faction terrain features have their own warscrolls. They are not (pg 65) shows the number of
considered to be units, with the following exceptions: scenery pieces each terrain
feature can consist of. If you
• In the combat phase, they are treated as if they were units for the are using terrain features
purposes of movement, combat range and being in combat. Units can that are not included on
finish a charge move within ½" of an enemy faction terrain feature as if that list, agree with your
it were a unit. opponent before setting up
• They can be picked as targets of enemy abilities as if they were units. the battlefield how many
They are not affected by enemy abilities that do not involve picking scenery pieces make up each
targets. terrain feature.
• Damage points can be inflicted on them as if they were units and they
can be destroyed.
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.
Q: Are faction terrain features affected by friendly abilities (e.g. those that give units the WARD keyword)?
A: No.
Q: 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.
Q: 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.
Q: 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
Q: Can units in my army use the example spell (‘Mystic
Shield’) and example prayer (‘Resurrection’) from the sidebar?
A: These examples are from the Path to Glory: Ascension
battlepack, so they can be used by players using that
battlepack (if they gain the appropriate Path rank). They are
not used in other battlepacks unless explicitly stated.
ADVANCED RULES
MAGIC
Wizards can cast spells;
Priests can chant prayers. 1.0 WIZARDS AND PRIESTS
Each Wizard and Priest Wizards are special units that can cast spells, and Priests are special units
can use a number of spells that can chant prayers. Spells and prayers are powerful abilities that can have
or prayers per phase equal a dramatic impact on the battle.
to their power level. MAGIC, 1.1 POWER LEVEL
Each Wizard can use 1.1 POWER LEVEL Q: If a unit has multiple
a number of Unbind Each Wizard and Priest has a power level, shown in brackets after power levels (e.g. a HERO
abilities per phase equal to the keyword, e.g. Wizard (2). A Wizard or Priest’s power level that is both a WIZARD and a
their power level. determines the number of SPELL, PraYer or Banish abilities they can PRIEST), and another ability
Each spell or prayer can use per phase, in any combination. For example, a Wizard (2) unit modifies that unit’s power
only be used once per turn. could use 1 SPELL and 1 Banish ability in their commander’s hero level (e.g. the ‘Witchbane
phase. Curse’ prayer), which power
level does it modify?
EXAMPLE SPELL 2.0 SPELLS A: Both.
The declare step of each spell will tell you to make a casting roll of 2D6. If
Your Hero Phase 6 the roll does not equal or exceed the spell’s casting value (at the top-right
MYSTIC SHIELD: The caster’s corner of the spell), the spell fails and its effect is not resolved.
allies are bathed in an unearthly
glow that protects them from harm. 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
Declare: Pick a visible friendly inflicted on the Wizard that used it, and that Wizard cannot use any more
unit wholly within 12" of this spells in that phase.
Wizard to be the target. Then,
make a casting roll of 2D6. If the casting roll equals or exceeds the spell’s casting value, move on to the
reaction step (Core Rules, 5.2). So long as the spell is not unbound (see 4.0),
Effect: The target has Ward (6+) then it is successfully cast: resolve its effect.
this turn.
Keywords Spell
3.0 PRAYERS
The declare step of each prayer will tell you to make a chanting roll of D6. On
EXAMPLE PRAYER 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.
Once Per Battle,
Your Hero Phase 7 On a chanting roll of 2 or more, pick one of the following:
RESURRECTION: A fallen hero
is brought back from death, their • Give a number of ritual points to the Priest equal to the chanting roll
vitality fully restored. (ritual points can be accumulated over multiple turns).
• Add the Priest’s ritual points to the chanting roll. If the chanting roll
Declare: Make a chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of
of D6. the prayer), it is answered: resolve the effect of the prayer, then reset the
Priest’s ritual points total to 0.
Effect: Pick a friendly Infantry
Hero that has been slain and
return them to the battlefield. Set 4.0 UNBINDING SPELLS
up that Hero wholly within 3" of Each Wizard can use the ‘Unbind’ reaction a number of times per
this Priest. phase equal to their power level. This is an exception to The Rules of One
(Core Rules, 5.3).
Keywords Prayer
Reaction: Opponent declared a Spell ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying
its effects.
Used By: A friendly Wizard within 30" of the enemy Wizard casting
the spell.
Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll
for the spell, then the spell is unbound and its effect is not resolved. This
reaction cannot be used more than once per casting roll.
Keywords Unbind
33
ADVANCED RULES
5.0 JEALOUS MAGES AND FICKLE GODS
No more than 1 friendly Wizard can cast the same spell per turn, unless that BUT KHORNE
spell has the Unlimited keyword. Likewise, no more than 1 friendly Priest HATES SORCERY!
can chant the same prayer per turn, unless that prayer has the Unlimited Even though wizards and
keyword. Keep in mind that each unit can still only use any given spell or priests draw upon very
prayer ability once per phase (see The Rules of One, Core Rules, 5.3). different sources of power
in the lore, the former
harnessing the motes of
6.0 KNOWN SPELLS AND PRAYERS magic that permeate the
Wizards and Priests can only use spells or prayers that they know. Each realms and the latter calling
Wizard and Priest knows any spells or prayers on its warscroll, plus all of upon the divine might of
the spells and prayers in the spell lores, manifestation lores and prayer lores the gods themselves, such
you take for your army, as appropriate (see the Army Composition module). nuances are lost on the
average person in the realms!
For rules purposes, the
7.0 MANIFESTATIONS miraculous abilities of both
There are two types of manifestation: endless spells, which can be wizards and priests are dealt
summoned by Wizards, and invocations, which can be summoned with in the Magic module.
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. 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.
Q: If an ability requires you to set up a unit more than 9" from all enemy units, does a manifestation count as an enemy
unit?
A: If the manifestation has a Move characteristic of 0" (‘-’), it is only treated as a unit in the combat phase, so it only
counts as an enemy unit if you are setting up a unit in that phase. If the manifestation has a Move characteristic of greater
than 0", it counts as an enemy unit for the purpose of setting up other units in any phase.
Q: Are manifestations affected by friendly abilities (e.g. those that give units the WARD keyword)?
A: No.
Q: If a manifestation is closer to a friendly unit using the ‘Covering Fire’ command than any other units, do I have to target
that manifestation? Can I choose to?
A: No to both.
Q: If an ability or battle tactic requires a unit to be destroyed (e.g. ‘The Blood Tithe’), does destroying a manifestation count?
A: No.
Q: Do I need to use a RETREAT ability to move away from a manifestation that has a Move characteristic of 0"?
A: No, you can use any MOVE ability.
Q: If a manifestation has a Move characteristic that is greater than 0", can it use MOVE abilities in the movement phase of
the same turn in which it was set up?
A: No.
ADVANCED RULES
ARMY COMPOSITION
The latest points values are
available in the Warhammer 1.0 GETTING STARTED
Age of Sigmar app, and
points updates are available at 1.1 ARMY ROSTER
warhammer-community.com 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.
2.0 FACTIONS
Te 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.
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.
While some abilities allow you to take extra enhancements, the same unit can never have more than 1
enhancement of the same type, and you can never include the same enhancement in your army more than
once.
4.2 LORES
You can pick 1 spell lore available to your faction. If you do, all Wizards i n your army know all spells from
that lore.
You can pick 1 prayer lore available to your faction. If you do, all Priests i n your army know all prayers
from that lore.
You can pick 1 manifestation lore available to your faction. If you do, all Wizards in your army know 36
allspells from that lore, and all Priests know all prayers from that lore.
ADVANCED RULES
1000 POINTS
1-2 HOURS
2000 POINTS
2+ HOURS
OTHER
(agree with your opponent)
Lord-Vigilant on
Gryph-stalker
General 3 Prosecutors 5 Vindictors
• 1 Hero
37
ADVANCED RULES
4. ADD AUXILIARIES 5. ADD
AND FACTION ENHANCEMENTS
TERRAIN
6. PICK LORES
Pick 1 spell lore available to your Pick 1 prayer lore available to Pick 1 manifestation lore
faction (if any) your faction (if any) available to your faction (if any)
38
ADVANCED RULES
COMMAND MODELS
If a unit had Champion 1.0 CHAMPIONS
(1/10) on its keywords bar, Units with the Champion keyword have one or more champion models. If
then 1 model in that unit there is a number after the Champion keyword, that number indicates the
could be a champion for every proportion of models in that unit that can be champions. In any other case,
10 models in the unit. 1 model in the unit can be a champion. Units with the Champion keyword
have the following passive ability:
Passive
CHAMPION: A veteran fighter leads the charge.
Effect: While this unit contains any musicians, if it uses the ‘Rally’
command, you can make one additional rally roll of D6.
Effect: While this unit contains any standard bearers, add 1 to this unit’s
control score.
39
ADVANCED RULES
BATTLE TACTICS
Battle tactics are picked
1.0 BATTLE TACTICS OVERVIEW using the ‘Tactical Gambit’
During a battle, each player can score extra victory points by completing ability at the start of your
battle tactics. turn and are completed at
the end of your turn.
Each battle tactic is worth
2.0 PICKING BATTLE TACTICS 4 victory points.
Battle tactics are picked by using the ‘Tactical Gambit’ ability, below.
Once Per Battle Round, Start of Your Turn
TACTICAL GAMBIT: You order your troops to seize an opportunity that
has arisen amidst the flow of battle.
You cannot use this ability if you went second in the previous battle
round and chose to go first in the current battle round.
Effect: Pick 1 battle tactic that you have not yet attempted. You can
attempt to complete that battle tactic this turn.
abilities: The things that units can army roster: The list of units in battle trait: A type of faction rule
do in the game. Some abilities, a player’s army, and any other that usually affects your army as
like ‘Normal Move’ and ‘Fight’, important information like a whole and reflects the way your
are common to all units; others enhancements. Players can check faction does battle, as opposed to
are specific to certain units and each other’s rosters any time they individual units.
only appear on their warscroll. like. (Army Composition, 1.1)
Sometimes the players themselves battlefield: The flat surface on which
use abilities. (Core Rules, 5.0) artefact of power: Enhancement. the battle is fought. Usually has 2
You can give 1 Hero in your short edges and 2 long edges, which
active player: The player whose turn army an artefact of power. (Army may collectively be referred to as
is taking place. There are 2 turns in Composition, 4.1) ‘the battlefield edge’. It is divided
a battle round. The active player can into 4 large quarters, each of which
use abilities with the ‘Your Phase’ At the Double: Command, is divided into 4 small quarters
timing. (Core Rules, 12.0) 1CP, reaction. Add 6 to Move (effectively sixteenths).
instead of making the run roll.
allocate: Damage points are (Commands, 3.0) battleplan: The set of rules that
allocated one at a time to a unit after describes the scenario of the battle
all the damage points inflicted by attack sequence: Make hit roll, and determines things such as
an ability have been totalled in the wound roll and save roll, then where the armies deploy, where
damage pool. (Core Rules, 18.2) determine damage points inflicted. any objectives are located and
(Core Rules, 17.0) how the players win the battle.
All-out Attack: Command, 1CP, (Core Rules, 9.0)
reaction. Attacking unit adds 1 to auxiliary unit: A unit on your army
hit rolls. (Commands, 6.0) roster that is not part of a regiment. begins deployment: The player who
(Army Composition, 3.6) is allowed to use a DEPLOY ability
All-out Defence: Command, 1CP, during deployment first is said to be
reaction. Target unit adds 1 to save Banish Manifestation: Your Hero the one who begins deployment. The
rolls. (Commands, 7.0) Phase, 30", banishment roll of 2D6. battleplan will specify which player
Equal or beat banishment value of does so. (Core Rules, 10.0)
Anti-X (+1 Rend): Weapon ability. the manifestation to remove it from
+1 Rend for attacks that target units play. (Magic, 7.2) behind a terrain feature: Impossible
that fulfil the condition after ‘Anti-’. to draw a line from a model in the
(Core Rules, 20.0) battle profile: Important attacking unit to a model in the
information about a unit that you target unit without it passing across
Any (…) Phase: Timing. Either will need to refer to if you wish to the terrain feature. (Terrain, 1.1)
player can use abilities with this include it in your army, such as its
timing, regardless of who the active points value and minimum unit CAVALRY: A unit keyword. Mounted
player is. (Core Rules, 13.0) size. (Army Composition, 1.3) on warbeasts. CAVALRY are fast and
hard-hitting but are generally
Army of Renown: A special type battle round: The battle lasts a vulnerable to attritional combat.
of army that uses a modified number of battle rounds specified in
set of faction rules. (Army the battleplan. Each battle round has Champion: Model’s weapons have
Composition, 2.2) 2 turns (1 for each player), and each +1 to Attacks characteristic.
turn has 7 phases. (Core Rules, 11.0) (Command Models, 1.0)
army: All of a player’s units are
collectively referred to as their army. battle tactics: Attempt by using the Charge: Your Charge Phase, charge
(Core Rules, 1.0) ‘Tactical Gambit’ ability at the start roll of 2D6. Must get within ½" of
of your turn. Complete at the end any visible enemy units to succeed,
army composition: The step before of your turn for 4 victory points. otherwise unit stays where it is.
a battle in which the players build (Battle Tactics, 1.0) (Core Rules, 14.3)
their armies. The battlepack may
specify in more detail what they can
and can’t include in their armies.
59
Charge (+1 Damage): Weapon control: Determined at the start of damaged: A unit is damaged if it
ability. +1 Damage if attacking unit the first battle round and the end of has any damage points currently
charged. (Core Rules, 20.0) each turn. Objectives are controlled allocated to it (i.e. if the damage
by player that has the highest army points allocated to it were not
climb: Movement vertically up control score for that objective. enough to slay a model in the unit).
or down the surface of a terrain (Core Rules, 32.2) Some abilities Heal damaged units.
feature. The model’s base is assumed (Core Rules, 18.2)
to stay in contact with the terrain Control characteristic: Determines
feature as it moves and remain how good unit is at contesting Damage characteristic: Determines
parallel with the battlefield floor. objectives (see ‘control’). number of damage points
(Core rules, 15.2) (Core Rules, 4.0) inflicted by successful attack.
(Core Rules, 17.0)
coherency: When a unit is set up or control score: A unit’s control
ends a move, each model in the unit score is determined by adding damage points: Damage points are
must be within coherency range. all the Control characteristics of inflicted by successful attacks and
(Core Rules, 15.1) models in the unit contesting the mortal damage. Damage points go
objective in question. An army’s into a damage pool first, then they
coherency range: ½" horizontally control score for that objective is must be allocated one
and any distance vertically of 1 or determined by adding together all at a time to the target unit. Each
more other models if unit has 6 or the control scores of units in the time the number of damage points
fewer models; 2 or more if unit has army contesting that objective. allocated to a unit equals its Health
7+ models. (Core Rules, 15.1) (Core Rules, 32.2) characteristic, a model in the unit is
slain. (Core Rules, 17.0)
combat attack: An attack made with Core: Basic ability that can only
a melee weapon. (Core Rules, 16.0) be used by each unit once per damage pool: Inflicted damage
phase, e.g. Move, Shoot, Fight. points are added to the target’s
combat range: Model’s combat (Core Rules, 5.1) damage pool until all damage points
range = 3" horizontally and inflicted by the ability have been
any distance vertically from Counter-charge: Command, 1CP. calculated. Then, each of those
model. Unit’s combat range = 3" Charge in enemy charge phase. damage points must be allocated
horizontally and any distance (Commands, 5.0) one at a time to the target unit.
vertically from all models in unit. (Core Rules, 17.0)
A unit is in combat if any enemy Cover: -1 to hit rolls for attacks
models are within its combat range. that target a unit behind or wholly Declare: The step of every ability
(Core Rules, 7.0) on this terrain feature, unless unit after which players may use
charged or has Fly. (Terrain, 1.2) reactions but before the effect is
command points: Each player resolved. (Core Rules, 5.2)
gets 4 command points at start Covering Fire: Command, 1CP.
of round. Underdog gets 1 extra. Shoot in enemy shooting phase, but deployment phase: Phase in which
(Commands, 1.0) -1 to hit rolls and must target nearest players use DEPLOY abilities to
enemy unit. (Commands, 4.0) deploy their armies.
commander: You are the (Core Rules, 10.0)
commander of your army and Crit (2 Hits): Weapon ability.
everything in it (units, models, etc.). Unmodified hit roll of 6 scores 2 hits destroyed: A unit is destroyed when
on target. (Core Rules, 20.0) the last model in the unit is slain.
commands: Abilities that require (Core Rules, 18.4)
you to spend a number of command Crit (Auto-wound): Weapon ability.
points in order to use them. Unmodified hit roll of 6 skips destroyed by: A unit is said to have
(Commands, 1.0) wound roll step. (Core Rules, 20.0) destroyed another unit when an
attack it made or an ability it used
Companion: Weapon ability. Crit (Mortal): Weapon ability. caused the last model in the target
Weapon doesn’t get bonuses from Unmodified hit roll of 6 inflicts an unit to be slain.
friendly abilities that affect attacks. amount of mortal damage equal to
(Core Rules, 20.0) the Damage characteristic of the drops: The minimum number of
weapon and the sequence ends. DEPLOY abilities that a player can
contesting: Models contest (Core Rules, 20.0) use to set up their army. This is
objectives in their combat range (3"). usually equal to the number of
The same unit cannot contest more critical hit: Unmodified hit roll of 6. regiments in their army plus the
than 1 objective at the same time; the (Core Rules, 17.0) number of auxiliary units in their
player must pick 1 if more than 1 is army. (Core Rules, 10.1)
within range. (Core Rules, 32.1) D3: Roll a D6 and halve the result,
rounding up. (Core Rules, 2.2) 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)
61
mount trait: Enhancement that pile-in: A short move, usually Reaction: After an ability is
can be given to a Hero riding a 3", that allows a unit using a declared, players alternate using any
warbeast. (Army Composition, 4.1) Fight ability to get a bit closer eligible reactions they wish to. Then
to the unit(s) it is in combat with. the effect of the ability is resolved.
Move characteristic: Characteristic (Core Rules, 15.3) (Core Rules, 5.2)
that determines the number of
inches a unit can move across the points limit: The combined points Redeploy: Command, 1CP. D6"
battlefield when using certain cost of units in your army cannot move in enemy movement phase.
abilities, most commonly Normal exceed the points limit for the (Commands, 3.0)
Move. (Core Rules, 4.0) battle. Players usually agree on
the points limit before the battle, regiment: A group of units,
Musician: While unit contains but it may be pre-determined by including a Hero, that are taken
any musicians, if it uses the ‘Rally’ the battlepack being used. (Army as a set during Army Composition.
command, make one additional Composition, 1.2) Regiments often allow multiple units
rally roll of D6. (Command to be deployed at the same time.
Models, 2.0) power level: The number in (Army Composition, 3.1)
brackets after the Wizard or
neutral territory: The area of the Priest keyword that determines Regiment of Renown: A fixed
battlefield that is neither player’s the number of spells or prayers regiment that has its own rules for
territory. (Core Rules, 9.1.2) they can cast or unbind per phase. including it in an army and may also
(Magic, 1.1) have a special ability or abilities.
Normal Move: Move each model in (Army Composition, 3.5)
unit up to Move characteristic but prayer: A special type of ability
models cannot move into combat. that can only be used by Priests. reinforced unit: A unit whose
(Core Rules, 14.1) (Magic, 3.0) minimum unit size and points cost
is doubled when you add it to your
objectives: Many battleplans require prayer lore: If taken, all eligible army. You cannot reinforce units
players to gain control of specific Priests in your army know the with a minimum unit size of 1.
points on the battlefield to secure prayers from that lore. (Army (Army Composition, 3.3)
victory. Objectives are represented Composition, 4.2)
by 40mm round markers. Models removed from play/removed from
can move over and end a move on an Priest: Unit that can use prayers. the battlefield: When a model or unit
objective marker. (Core Rules, 32.0) (Magic, 1.0) is removed from the battlefield, it no
longer has any effect on the battle,
Obscuring: Unit behind or wholly Rally: Command, Any Hero though it can still be relevant for
on this terrain feature cannot be Phase, 1CP. Roll 6 dice; for each 4+, abilities that allow you to return
targeted by shooting attacks unless gain 1 rally point. For each rally models or replace units.
it has Fly. (Terrain, 1.2) point, Heal (1) or spend a number
of rally points equal to Health replacement unit: A unit that is
passive abilities: The effects of characteristic to return 1 slain brought back to the battlefield after it
passive abilities are applied any time model. (Commands, 2.0) has been destroyed. Although the
their conditions are met. You cannot same miniatures are used, the unit
use reactions in response to passive random characteristic: Generate counts as an entirely new unit in the
abilities. (Core Rules, 5.4) the characteristic before applying rules, unless specified otherwise.
modifiers, and each time it is needed (Core Rules, 24.2)
persisting abilities: Abilities that for an ability. Random Attacks
have effects that last for a specified characteristics are generated per Rend characteristic: Subtract the
length of time, for example, ‘add Attack ability; other random Rend of the weapon from save rolls
1 to wound rolls for attacks made weapon characteristics are generated made for the target unit.
by this unit until the start of your per attack made with the weapon. (Core Rules, 17.0)
next turn.’ (Core Rules, 26.0)
reserves/in reserve: A unit set up in
phases: There are 7 phases in each Range characteristic: A reserve is set up off the battlefield
turn: Start of Turn, Hero Phase, characteristic, most often on weapon and will be set up on the battlefield at
Movement Phase, Shooting Phase, profiles, that determines how close a specified time once the battle is
Charge Phase, Combat Phase, End something must be for it to be an under way. (Core Rules, 24.1)
of Turn. Ability timings can be Your eligible target. (Core Rules, 16.0)
Phase (you are the active player), Retreat: Inflict D3 mortal damage on
Enemy Phase (opponent is active the unit then move it out of combat.
player) or Any Phase (either player is Cannot use Shoot or CHARGE
active player). (Core Rules, 13.0) abilities later in turn.
(Core Rules, 14.1)
64
CITADEL TERRAIN LIST
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.
65
Scenery Pieces per
Terrain Feature Terrain Type
Terrain Feature
Size
Magmic Battleforge Faction Terrain 1 Small
Mawpit Faction Terrain 1 Medium
Nexus Syphon Place of Power 1 Small
Numinous Occulum Place of Power 1 Medium
Ophidian Archway Obstacle 1 Medium
Penumbral Engine Place of Power 1 Small
Pit Dredger Camp Obstacle 1-3 Small
Ravaged Shrine Obstacle 1-2 Small
Realmscape: Megadroth Remains Obstacle 1-2 Small
Realmshaper Engine Faction Terrain 1 Small
Ruined Domicile Obstacle 1-2 Medium-Large
Shardwrack Spine Obstacle 1-3 Small-Large
Shrine Luminor Faction Terrain 1 Small
Sigmarite Dais Place of Power 1 Large
Sigmarite Mausoleum Obstacle 1-3 Small-Large
Skull Altar Faction Terrain 1 Small
Temple of Skulls Area Terrain 1 Large
Varanite Syphon Camp Obstacle 1-3 Small-Large
Walls and Fences Obstacle 1-3 Small-Large
Warscryer Citadel Place of Power 1 Large
Watchtower Obscuring Terrain 1 Small
Witchfate Tor Obscuring Terrain 1 Medium
Wyldwood Obscuring Terrain 1-3 Small-Large