AoS 3 Reference Sheet 2.5
AoS 3 Reference Sheet 2.5
Thanks for downloading the Age of Sigmar Reference Sheet! This sheet was created to be used as a reference during your games of Age of Sigmar third
edition.
The first option is on page 3. It’s for those who are attending GTs or want to use the battlepack rules from the current tournament season. It
includes the rules for triumphs and mysterious terrain as well as the unique grand strategies, battle tactics, and realm rules from the General’s
Handbook 2023-24.
The second option is for pick up matched play games on page 7. It includes the army composition rules to more easily explain it to players building
a third edition army for the first time. The rules for triumphs, mysterious terrain, grand strategies, and battle tactics from the Age of Sigmar Core
Rulebook are also included. If you want a complete set of rules to ease you into Age of Sigmar, check out our Sigmar: 101Battlepack (link below).
Finally there are low-fi versions of all the pages that don’t have a background if you want to save ink on your printer.
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DIVINE WRATH
START OF THE BATTLE ROUND On an unmodified chanting roll of 1, the chanting SHOOTING PHASE
Priest suffers divine wrath. The prayer is not answered
The player who takes the first turn gains 1 command and the chanting Priest suffers 1 mortal wound. ATTACK COMMAND ABILITIES
point. The player who takes the second turn gains 2 You can use the following command abilities as part of
command points. SPELLS an attack in the shooting phase or combat phase:
Arcane Bolt: Arcane Bolt is a spell that has a casting
HERO PHASE value of 5 and a range of 12”. If successfully cast, at the All-out Attack: You can use this command ability
start of any 1 phase before your next hero phase, you when you pick a friendly unit to shoot in your shooting
If your general is still on the battlefield at the start of the can pick 1 enemy unit within range and visible to the phase or fight in the combat phase. That unit must
hero phase, you receive 1 command point. caster. That unit suffers 1 mortal wound. If that unit receive the command. Add 1 to hit rolls for attacks
is within 3” of the caster, it suffers D3 mortal wounds made by that unit until the end of that phase.
HEROIC ACTIONS instead of 1.
At the start of the hero phase, you can carry out 1 heroic All-out Defense: You can use this command ability
action with 1 friendly Hero. Mystic Shield: Mystic Shield is a spell that has a casting when a friendly unit is picked as the target of an attack
value of 5 and a range of 12”. If successfully cast, pick in the shooting or combat phase. That unit must receive
Heroic Leadership: Pick 1 friendly Hero and roll a 1 friendly unit wholly within range and visible to the the command. Add 1 to save rolls for attacks that target
dice. Add 2 to the roll if your general has been slain. On a caster. Add 1 to save rolls for attacks that target that unit that unit until the end of that phase.
4+, you receive 1 command point that can only be spent until your next hero phase.
during that turn to allow that Hero to issue a command. CHARGE PHASE
Heroic Recovery: Pick 1 friendly Hero more than 3” MISCASTS
from all enemy units and make a heroic recovery roll On an unmodified casting roll of 2, the spell is miscast. CHARGE PHASE COMMAND ABILITIES
by rolling 2D6. If the roll is less than or equal to that The spell is not successfully cast, the caster suffers D3 You can use the following command abilities in the
Hero’s Bravery characteristic, you can heal up to D3 mortal wounds, and the caster cannot attempt to cast charge phase:
wounds allocated to that Hero. any more spells in that hero phase.
Forward to Victory: You can use this command ability
Heroic Willpower: Pick 1 friendly Hero that is not PREDATORY ENDLESS SPELLS after you make a charge roll for a friendly unit. That unit
a Wizard. If it is the enemy hero phase, that Hero Predatory endless spells are moved at the end of the must receive the command. You can re-roll the charge
can attempt to unbind 1 spell in that phase as if they hero phase. If either player has any abilities that can be roll for that unit.
were a Wizard. If it is your hero phase, that Hero can used at the end of the hero phase, they must be used
attempt to dispel 1 endless spell in that phase as if they after all predatory endless spells have been moved. Unleash Hell: You can use this command ability after
were a Wizard (you can still only attempt to unbind an enemy unit finishes a charge move. The unit that
or dispel the same spell or endless spell once in the Before moving predatory endless spells, you must first receives the command must be within 6” of that enemy
same phase). determine which are controlled and which are wild. unit and more than 3” from all other enemy units.
A predatory endless spell within 30” of the model that Models in the unit that receives the command that are
Their Finest Hour: Pick 1 friendly Hero. Add 1 to summoned it is controlled by that model. A Wizard within 6” of the target unit can shoot in that phase, but
wound rolls for attacks made by that Hero until the can control 1 predatory endless spell per hero phase. when they do so, you must subtract 1 from hit rolls for
end of that turn, and add 1 to save rolls for attacks that If there is more than 1 predatory endless spell that a their attacks and they can only target the unit that made
target that Hero until the end of that turn. You cannot friendly Wizard could control, you must pick which the charge move.
carry out this heroic action with the same Hero more they will control. Predatory endless spells that are not
than once in the same battle. controlled are wild. MONSTROUS RAMPAGE
At the end of the charge phase, each player can carry out
HERO PHASE COMMAND ABILITIES After determining control of predatory endless spells, 1 monstrous rampage from below with each friendly
You can use the following command ability at the start the player whose turn is taking place moves all of Monster. The same player cannot carry out the same
of the hero phase: the predatory endless spells controlled by friendly monstrous rampage more than once per phase.
Wizards. Their opponent then does the same. Once
Rally: You can use this command ability at the start of the all controlled predatory endless spells have been Roar: Pick 1 enemy unit within 3” of this model and
hero phase. The unit that receives the command must be moved, the players alternate picking 1 wild predatory roll a dice. On a 3+, that unit cannot issue or receive
more than 3” from all enemy units. Roll 1 dice for each endless spell to move, starting with the player whose commands in the following combat phase.
slain model from that unit. For each 6, you can return 1 turn is taking place, until all of the wild predatory
slain model to that unit. You can only return models to that endless spells have been moved. A player must pick a Smash To Rubble: Pick 1 faction terrain feature or
unit that have a combined Wounds characteristic of 10 or wild predatory endless spell to move if any are eligible defensible terrain feature within 3” of this model and
less. For example, if the unit thatreceived the command has to do so and cannot pick a wild predatory endless spell roll a dice. On a 3+, the terrain feature is demolished if
a Wounds characteristic of 2, you can return a maximum of that has already moved in that phase. it was defensible (see 17.2.3), and the scenery rules on
5 models to that unit. its warscroll cannot be used for the rest of the battle if it
When a player picks a predatory endless spell to move, was a faction terrain feature.
BANISHING INVOCATIONS they are considered to be the commanding player of
At the start of your hero phase, you can attempt to that predatory endless spell until the start of the next
banish 1 invocation with each friendly Priest within Stomp: Pick 1 enemy unit within 3” of this model that
hero phase. All other endless spells are under the is not a Monster and roll a dice. On a 2+, that unit
48” and visible instead of chanting a prayer with that command of the player that summoned them.
Priest in that hero phase. suffers D3 mortal wounds.
MOVEMENT PHASE Titanic Duel: Pick 1 enemy Monster within 3” of
DISPELLING ENDLESS SPELLS
At the start of the hero phase, each player can attempt to this model. Add 1 to hit rolls for attacks made by this
dispel 1 endless spell with each friendly Wizard and MOVEMENT PHASE COMMAND ABILITIES model that target that enemy Monster until the end
friendly Priest within 30” and visible. If a Wizard You can use the following command abilities in the of the following combat phase.
attempts to dispel an endless spell, they can attempt movement phase:
to cast or unbind 1 fewer spell in that hero phase. If a COMBAT PHASE
Priest attempts to dispel an endless spell, they can At the Double: You can use this command ability
chant 1 fewer prayer in that hero phase. after you declare that a friendly unit will run. That unit ATTACK COMMAND ABILITIES
must receive the command. The run roll is not made You can use the All-out Attack or All-out Defense
PRAYERS for that unit. Instead, 6” is added to that unit’s Move command abilities. See Shooting Phase above.
Bless: Bless is a prayer that has an answer value of 4 and characteristic in that phase. The unit is still considered
a range of 12”. If answered, pick 1 friendly unit wholly to have run. BATTLESHOCK PHASE
within range and visible to the chanter. Until the start of
your next hero phase, that unit has a ward of 6+. Redeploy: You can use this command ability in the BATTLESHOCK PHASE COMMAND ABILITIES
enemy movement phase after an enemy unit finishes a You can use the following command abilities in the
Smite: Smite is a prayer that has an answer value of normal move, run or retreat. The unit that receives the battleshock phase:
2 and a range of 48”. If answered, pick 1 enemy Priest command must be within 9” of that enemy unit and
within range and visible to the chanter. That enemy more than 3” from all enemy units. You can make a D6” Inspiring Presence: You can use this command ability
Priest suffers 1 mortal wound. If the chanting roll was move with the unit that receives the command, but it at the start of the battleshock phase. The unit that
6 or more, that enemy Priest suffers D3 mortal wounds must finish the move more than 3” from all enemy units receives the command does not have to take battleshock
instead of 1. and cannot shoot later in the turn. tests in that phase.
AoS Reference v2.5 | [email protected] | weirdnobz.com/game-aids
GRAND STRATEGIES REALM RULES
Merciless Blizzard: Merciless Blizzard is a spell
Barren Icescape: When the battle ends, you SPECIAL RULES that has a casting value of 12 and a range of 12”. If
complete this grand strategy if all enemy units that Andtorian Locus: Wizard Heroes with a Wounds successfully cast, pick 1 enemy unit within range and
have artefacts are destroyed and there are no enemy characteristic of 9 or less that are not Unique gain the visible to the caster. That unit suffers 4D6 mortal
units with 6” of the centre of the battlefield. Andtorian Locus keyword. wounds, but for each roll of 1, the caster also suffers
Control The Nexus: When the battle ends, you complete Optimal Focus: At the start of the battle round, after D3 mortal wounds that cannot be negated. The range
this grand strategy if 2 or more friendly Wizard units are priority is determined, the player taking the second of this spell cannot be modified and must be measured
wholly within 6” of the centre of the battlefield. turn can pick 1 friendly Hero on the battlefield. If that from the caster, even if an ability would allow you to
Hero is an Andtorian Locus, they can attempt to measure it from elsewhere. This spell cannot be cast
Magic Made Manifest: When the battle ends, you cast 1 extra spell and attempt to unbind 1 extra spell by a unit that was set up or moved earlier in this phase.
complete this grand strategy if there are 2 or more in that battle round. If they are not an Andtorian
endless spells or Incarnates on they battlefield that Locus, you receive 1 command point that can only be TRIUMPHS
are controlled by or bonded to friendly units. spent to allow that Hero to issue a command.
After you have picked your army, you must pick 1
Overshadow: When the battle ends, you complete Primal Magic: At the start of the hero phase, both triumph from the list below and record it on your
this grand strategy if all enemy Battleline units from players roll a dice. For each 4+, each player receives 1 army roster. A triumph can only be used once per
your opponent’s starting army are destroyed and there primal magic dice. After a player attempts to cast or battle, and can only be used if the points total of your
is at least 1 friendly Battleline unit from your starting unbind a spell, or after a player attempts to dispel an army is less than that of your opponent’s army.
army on the battlefield. endless spell, they can roll 1 of their primal magic dice.
Slaughter of Sorcery: When the battle ends, you If they do so, add the result to the casting, unbinding Bloodthirsty: Once per battle, after you make a charge
complete this grand strategy if there are no Wizard or dispelling roll. That player can continue to roll roll for a friendly unit, you can say that it is bloodthirsty.
units on the battlefield. additional primal magic dice until the caster suffers If you do so, you can re-roll that charge roll.
a primal miscast (see below) or there are no more
Spellcasting Savant: When the battle ends, you primal magic dice to be rolled. Indomitable: Once per battle, after you take a
complete this grand strategy if the model picked to be battleshock test for a friendly unit, you can say it is
your general is an Andtorian Locus and that unit Abilities that allow you to re-roll casting, unbinding indomitable. If you do so, no models from that unit
has not been slain. or dispelling rolls must be used before primal magic will flee in that battleshock phase.
dice are rolled. If you choose to use an ability to re-roll
BATTLE TACTICS a casting, unbinding or dispelling roll, you cannot use Inspired: Once per battle, after you pick a friendly
primal magic dice to supplement that roll. At the end unit to shoot or fight, you can say that it is inspired. If
At the start of your hero phase, you must pick 1 battle of each battle round, any primal magic dice that have you do so, add 1 to wound rolls for attacks made by
tactic from the list below. You must reveal your choice not been used are lost. that unit until the end of that phase.
to your opponent, and if your battle tactic instructs When a primal magic dice modifies a casting roll, if two
you to pick something, you must tell your opponent or more of the dice in the casting roll and primal magic MYSTERIOUS TERRAIN
what you pick. You have until the end of that turn to dice are 1s, the caster suffers a primal miscast instead of a
complete the battle tactic. You cannot pick the same miscast. The spell is not successfully cast, the caster suffers D6 Scenery Rule
battle tactic more than once per battle. D3+3 mortal wounds and each other unit within 3” of the
caster suffers D3 mortal wounds. In addition, the caster 1 1 Damned: In your hero phase, you can
Bait and Trap: You complete this battle tactic if 2 or pick 1 friendly unit within 1” of any terrain
more friendly units retreated this turn and 2 or more cannot attempt to cast any more spells in that phase.
features with this rule. That unit suffers D3
different friendly units made a charge move this turn. When a primal magic dice modifies a casting roll, mortal wounds but you can add 1 to hit rolls
Drain Their Power: You complete this battle tactic at if two or more of the dice in the casting roll and for attacks made by that unit until your next
the end of your turn if a friendly Hero with a Nullstone primal magic dice are 6s, and the caster did not suffer hero phase.
Adornment is contesting an objective that was controlled a primal miscast, the spell is successfully cast and
cannot be unbound. In addition, the caster cannot 2 2 Arcane: Add 1 to casting, dispelling and
by your opponent at the start of your turn. unbinding rolls for models while they are
attempt to cast any more spells in that phase and both
players receive 1 primal magic dice. within 1” of any terrain features with this rule.
Endless Expropriation: Pick 1 enemy unit that
summoned an endless spell that is on the battlefield REALMSPHERE MAGIC 3 3 Inspiring: Add 1 to the Bravery
or that is bonded to an Incarnate. You complete Hoarfrost: Hoarfrost is a spell that has a casting characteristic of units while they are wholly
this battle tactic at the end of your turn if either of the value of 8 and a range of 12”. If successfully cast, pick within 1” of any terrain features with this rule.
following are true: 1 friendly unit wholly within range and visible to 4 4 Deadly: Each time a unit is set up or
■ That enemy unit has been destroyed. the caster. Pick 1 melee weapon profile on that unit’s finishes a normal move, run, retreat or charge
■ That Incarnate is wild. warscroll and roll a D3. Change the To Hit, To Wound move within 1” of any terrain features with
or Rend characteristic of that melee weapon to match this rule, roll a dice. On a 1, that unit suffers
Intimidate the Invaders: You complete this battle the result until the start of your next hero phase. D3 mortal wounds.
tactic at the end of your turn if there are more friendly For example, if the result was 2, you could change
units wholly outside your territory than there are either the To Hit characteristic to 2+, the To Wound 5 5 Mystical: Add 1 to chanting and
friendly units within your territory. characteristic to 2+ or the Rend characteristic to -2. banishment rolls for models while they are
While a characteristic has been changed by the effects within 1” of any terrain features with this rule.
Led into the Maelstrom: You complete this battle of this spell, that characteristic cannot be further
tactic if 1 or more friendly Heroes and 1 or more In addition, models have a 6+ ward while
changed or modified. they are within 1” of any terrain features with
friendly Battleline units each made a charge move
this turn and at least 1 of those units is within 3” of an Designer’s Note: An unmodified hit roll or wound roll this rule.
enemy unit at the end of the turn. of 1 always fails. While characteristics can’t be further 6 6 Sinister: Subtract 1 from the Bravery
changed or modified, this doesn’t prevent dice rolls from characteristic of units while they are wholly
Magical Dominance: You complete this battle tactic being modified; for example, you could still use an ability
at the end of your turn if a friendly Wizard unit within 1” of any terrain features with this rule.
to add 1 to hit rolls after using Hoarfrost.
successfully cast 1 or more spells and none of the
spells cast by any units in your army were unbound. Rupture: Rupture is a spell that has a casting value of
10 and a range of 18”. If successfully cast, resolve 1 of
Magical Mayhem: Pick 1 enemy unit on the the following effects:
battlefield. You complete this battle tactic if that unit is
destroyed by a spell or the abilities of an endless spell. ■ Pick 1 enemy Incarnate within range and
Reprisal: You complete this battle tactic if an enemy visible to the caster. Inflict D3 mortal wounds on
unit that destroyed a friendly general earlier in the the unit bonded to that Incarnate. Then, that
battle is destroyed in this turn. Incarnate immediately loses a power level (to a
minimum of 1) and becomes wild.
Surround and Destroy: Pick 3 different friendly
units on the battlefield. You complete this battle tactic ■ Pick 1 predatory endless spell within range and
at the end of your turn if each of those units is wholly visible to the caster that was summoned by an enemy
within 6” of a different battlefield edge and 2 or more Wizard. Inflict D3 mortal wounds on that enemy
of those units are wholly outside your territory. Wizard. Then, that endless spell is dispelled.
After you have picked your army, you must pick At the start of your hero phase, you must pick 1 battle The following realm rules continue to explore what
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice it is like to fight in the hellish environments of
it on your army roster. At the end of the battle, to your opponent, and if your battle tactic instructs Gallet. In such grim conditions, those leaders who
if you completed your grand strategy, you score you to pick something, you must tell your opponent stand shoulder to shoulder with their comrades
additional victory points as described in the what you pick. You have until the end of that turn to will rise to the fore, anchoring their battlelines and
battleplan you are playing. complete the battle tactic. You cannot pick the same ensuring victory is achieved at any cost.
battle tactic more than once per battle. SPECIAL RULES
Defend What’s Ours: When the battle ends, you Galletian Champions: Heroes with a Wounds
complete this grand strategy if there are no enemy A Matter of Honour: Pick 1 enemy Galletian characteristic of less than 10, that do not have
units wholly within your territory. Champion or Sworn Bodyguard unit on the a mount and that are not Unique gain the
battlefield. You complete this battle tactic if that Galletian Champion keyword.
Stake a Claim: When the battle ends, you complete unit is destroyed during this turn by an attack made
this grand strategy if 3 or more friendly Galletian by a friendly Galletian Champion or Sworn The Key to Victory: Friendly Galletian
Champions units are wholly within enemy territory. Bodyguard unit. Champions cannot be picked as the target of
attacks made with missile weapons while they are
Survivor’s Instinct: When the battle ends, you An Eye for an Eye: You complete this battle within 1” of any friendly Battleline units.
complete this grand strategy if the model picked to tactic if 1 or more friendly units were destroyed in Desperate Action: If you are taking the second
be your general is a Galletian Champion and the previous turn and 1 or more enemy units are turn in the current battle round, at the start of your
that model is contesting an objective wholly outside destroyed this turn. hero phase, you can pick 1 friendly Galletian
your territory. Champion on the battlefield to carry out 2
Cunning Manoeuvre: Pick 1 friendly Galletian different heroic actions in that phase instead of 1.
Take What’s Theirs: When the battle ends, you Champion on the battlefield that is more than
complete this grand strategy if there are more 3” from all enemy units. You complete this battle REALMSPHERE MAGIC
friendly units than enemy units wholly within your tactic if, at the end of the turn, that Galletian All Wizards know the following spell in addition
Champion is more than 3” from all enemy units to any others that they know:
opponent’s territory.
and is contesting an objective you control that is Grinding Teeth of Gallet: Grinding Teeth of Gallet
Tame the Land: When the battle ends, you wholly outside your territory. is a spell that has a casting value of 6 and a range of
complete this grand strategy if you control all of the 12”. If successfully cast, pick 1 objective within range
objectives on the battlefield that are wholly outside Desecrate Their Lands: Pick 1 terrain feature or and visible to the caster. Then, roll a dice for each
your territory. faction terrain feature that is partially or wholly unit within 6” of that objective. On a 4+, that unit
within your opponent’s territory. You complete this suffers D6 mortal wounds.
The Day is Ours!: When the battle ends, you battle tactic if you control that terrain feature at the REALM COMMAND
complete this grand strategy if there are more end of this turn. Each player can use the following command ability
friendly Galletian Champions from your in addition to any others that they can use:
starting army than Galletian Champions from Gaining Momentum: Pick 1 enemy unit on the
your opponent’s starting army on the battlefield. battlefield. You complete this battle tactic if that No Retreat, No Surrender: You can use this
unit is destroyed during this turn and you control command ability at the start of the combat phase. The
more objectives than your opponent at the end of unit that receives the command must be a friendly
MYSTERIOUS TERRAIN this turn. unit that is not a Hero or Monster, that did not
charge in the same turn, and that is within 3” of an
D6 Scenery Rule Lead the Assault: You complete this battle tactic if enemy unit. That unit cannot make pile-in moves in
at least 2 of the objectives you control are in enemy that phase, but add 1 to the Attacks characteristic of
1 1 Damned: In your hero phase, you can territory and are each contested by any friendly melee weapons used by that unit until the end of that
pick 1 friendly unit within 1” of any terrain Galletian Champions. phase (excluding those of its mounts, if it has any).
features with this rule. That unit suffers D3 HEROIC ACTIONS
mortal wounds but you can add 1 to hit This One’s Mine!: Pick 1 enemy unit on the You can carry out 1 of the following heroic actions
battlefield. You complete this battle tactic if that unit with a friendly Galletian Champion instead of any
rolls for attacks made by that unit until your is destroyed during this turn by an attack made by other heroic action you can carry out with that Hero:
next hero phase. the model picked to be your general.
Strike at the Opening: Pick 1 friendly Galletian
2 2 Arcane: Add 1 to casting, dispelling Champion within 3” of an enemy unit. That Hero
United Offence: Pick 1 objective controlled by
and unbinding rolls for models while they your opponent. You complete this battle tactic if can fight if it has not already fought in that phase.
are within 1” of any terrain features with you control that objective and 2 or more friendly However, that Hero cannot fight again in that phase
this rule. Galletian Champions are contesting that and the strike-last effect applies to that Hero until
objective at the end of this turn. the end of the turn.
3 3 Inspiring: Add 1 to the Bravery Lead by Example: Pick 1 friendly Galletian
characteristic of units while they are wholly TRIUMPHS Champion that has a Sworn Bodyguard unit (pg
within 1” of any terrain features with this 14) and that has just carried out the ‘Strike at the
rule. After you have picked your army, you must pick 1 Opening’ heroic action. If that Sworn Bodyguard unit
triumph from the list below and record it on your is wholly within 6” of that Galletian Champion
4 4 Deadly: Each time a unit is set up army roster. A triumph can only be used once per and within 3” of an enemy unit, that Sworn
or finishes a normal move, run, retreat battle, and can only be used if the points total of Bodyguard unit can fight if it has not already fought
or charge move within 1” of any terrain your army is less than that of your opponent’s army. in that phase. However, that unit cannot fight again in
that phase and the strike-last effect applies to that unit
features with this rule, roll a dice. On a 1, until the end of the turn.
Bloodthirsty: Once per battle, after you make a
that unit suffers D3 mortal wounds. charge roll for a friendly unit, you can say that it
is bloodthirsty. If you do so, you can re-roll that AOS COMBINED FAQ
5 5 Mystical: Add 1 to chanting and
banishment rolls for models while they charge roll.
The below QR Code links to the “all-in-one” Age
are within 1” of any terrain features with Indomitable: Once per battle, after you take a of Sigmar FAQ PDF provided by AoS Shorts. The
this rule. In addition, models have a 6+ battleshock test for a friendly unit, you can say it is document is kept current and has a hyperlinked table
ward while they are within 1” of any terrain indomitable. If you do so, no models from that unit of contents so you can easily find what you need.
features with this rule. will flee in that battleshock phase.
6 6 Sinister: Subtract 1 from the Bravery Inspired: Once per battle, after you pick a friendly
characteristic of units while they are wholly unit to shoot or fight, you can say that it is inspired.
within 1” of any terrain features with this rule. If you do so, add 1 to wound rolls for attacks made
by that unit until the end of that phase.
After you have picked your army, you must pick At the start of your hero phase, you must pick 1 battle The following rules reflect what it is like to do battle
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice in the cracked and cyclone-scoured lands of Gallet
it on your army roster. At the end of the battle, to your opponent, and if your battle tactic instructs in Ghur. Only the hardiest fighters survive for long
if you completed your grand strategy, you score you to pick something, you must tell your opponent amidst this continent’s unforgiving environments.
additional victory points as described in the what you pick. You have until the end of that turn to
battleplan you are playing. complete the battle tactic. You cannot pick the same SPECIAL RULES
battle tactic more than once per battle. Masters of the Splintered Lands: Friendly
Defend What’s Ours: When the battle ends, you Battleline units that have a wounds characteristic
Against the Odds: Pick 1 unit from your starting
complete this grand strategy if there are no enemy army on the battlefield. You complete this battle of 4 or less and do not have mounts gain the
units wholly within your territory. tactic, if at the end of the turn, any models from Galletian Veterans keyword.
that unit are contesting an objective you control
Demonstration of Strength: When the battle and that objective is not being contested by enemy Proving Grounds: At the start of each battle round,
ends, you complete this grand strategy if there are Galletian Veterans models. after the players have determined who will take
3 or more Galletian Veterans units from your the first turn, the player who will take the second
starting army on the battlefield. An Eye for an Eye: You complete this battle turn can pick 1 objective on the battlefield to be
tactic if 1 or more friendly units were destroyed in the proving ground until the end of that battle
No Place for the Weak: When the battle ends, the previous turn and 1 or more enemy units are round. The same objective cannot be picked as the
you complete this grand strategy if there are no destroyed this turn. proving ground more than once per battle, and only
Battleline units from your opponent’s starting army 1 objective can be marked as the proving ground
on the battlefield. Barge Through Enemy Lines: You complete this
at any one time. Only models in units with the
battle tactic if there are 2 or more units from your
starting army wholly within your opponent’s Galletian Veterans keyword can contest an
Show of Dominance: When the battle ends, you objective marked as the proving ground.
complete this grand strategy if there are any friendly territory at the end of this turn. If 2 or more of those
units are Galletian Veterans, score 1 additional
Galletian Veterans units in each quarter of the victory point. The Bonds of Battle: When a model in a
battlefield. Galletian Veterans unit makes an attack with
Desecrate Their Lands: Pick 1 terrain feature or a melee weapon, you can target an enemy unit
Take What’s Theirs: When the battle ends, you faction terrain feature that is partially or wholly within ½” of another model from that Galletian
complete this grand strategy if there are more within your opponent’s territory. You complete this Veterans unit instead of using the weapon’s
friendly units than enemy units wholly within your battle tactic if you control that terrain feature at the Range characteristic for that attack. If you do so, the
opponent’s territory. end of this turn. attacking model must be within ½” of another model
from its own unit that is within ½” of the target.
Tame the Land: When the battle ends, you Gaining Momentum: Pick 1 enemy unit on the
complete this grand strategy if you control all of the battlefield. You complete this battle tactic if that
REALMSPHERE MAGIC
objectives on the battlefield that are wholly outside unit is destroyed during this turn and you control
more objectives than your opponent at the end of All Wizards know the following spell in addition
your territory. to any other that they know:
this turn.
MYSTERIOUS TERRAIN Gaze of Ghur: Gaze of Ghur is a spell that has a
Head-to-Head: Pick 1 enemy Galletian
Veterans unit on the battlefield. You complete casting value of 7 and a range of 12”. If successfully
D6 Scenery Rule this battle tactic if that unit is destroyed during this cast, pick 1 enemy unit within range and visible to
turn by an attack made by a friendly Galletian the caster. When determining the number of models
1 1 Damned: In your hero phase, you can Veterans unit or an ability of a friendly in that enemy unit that are contesting an objective,
pick 1 friendly unit within 1” of any terrain Galletian Veterans unit. your opponent must halve that number, rounding
features with this rule. That unit suffers D3 down.
Outmuscle: Pick 1 enemy Galletian Veterans
mortal wounds but you can add 1 to hit unit that has any models contesting an objective
rolls for attacks made by that unit until your REALM COMMAND
marked as the proving ground. You complete this
next hero phase. battle tactic if no models from that enemy unit are Each player can use the following command ability
contesting the proving ground at the end of this turn. in addition to any others that they can use:
2 2 Arcane: Add 1 to casting, dispelling
and unbinding rolls for models while they This One’s Mine!: Pick 1 enemy unit on the Overwhelming Assault: You can use this command
are within 1” of any terrain features with battlefield. You complete this battle tactic if that unit ability at the end of your charge phase. The unit
this rule. is destroyed during this turn by an attack made by the that receives the command must be a Galletian
model picked to be your general. Veterans unit that has 10 or more models. Pick 1
3 3 Inspiring: Add 1 to the Bravery enemy unit within 1” of that unit that has a Wounds
characteristic of units while they are wholly TRIUMPHS characteristic of 4 or less and roll a dice. If the roll is
within 1” of any terrain features with this greater than the number or models in the enemy unit,
After you have picked your army, you must pick 1 the strike-last effect applies to that enemy unit in the
rule. triumph from the list below and record it on your following combat phase.
4 4 Deadly: Each time a unit is set up army roster. A triumph can only be used once per
battle, and can only be used if the points total of
or finishes a normal move, run, retreat
your army is less than that of your opponent’s army. AOS COMBINED FAQ
or charge move within 1” of any terrain
features with this rule, roll a dice. On a 1, Bloodthirsty: Once per battle, after you make a The below QR Code links to the “all-in-one”
that unit suffers D3 mortal wounds. charge roll for a friendly unit, you can say that it Age of Sigmar FAQ PDF provided by AoS Shorts.
is bloodthirsty. If you do so, you can re-roll that The document is kept current and has a hyperlinked
5 5 Mystical: Add 1 to chanting and charge roll. table of contents so you can easily find what you need.
banishment rolls for models while they
are within 1” of any terrain features with Indomitable: Once per battle, after you take a
this rule. In addition, models have a 6+ battleshock test for a friendly unit, you can say it is
ward while they are within 1” of any terrain indomitable. If you do so, no models from that unit
will flee in that battleshock phase.
features with this rule.
6 6 Sinister: Subtract 1 from the Bravery Inspired: Once per battle, after you pick a friendly
unit to shoot or fight, you can say that it is inspired.
characteristic of units while they are wholly If you do so, add 1 to wound rolls for attacks made
within 1” of any terrain features with this rule. by that unit until the end of that phase.
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GRAND STRATEGIES BATTLE TACTICS REALM RULES
After you have picked your army, you must pick At the start of your hero phase, you must pick 1 battle The following rules capture the carnivorous nature
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice of Ghur and the effects this feral realm has upon its
to your opponent, and if your battle tactic instructs
it on your army roster. At the end of the battle, inhabitants and landscapes.
you to pick something, you must tell your opponent
if you completed your grand strategy, you score what you pick. You have until the end of that turn to
additional victory points as described in the complete the battle tactic. You cannot pick the same Predators and Prey: Once per battle round,
battleplan you are playing. battle tactic more than once per battle. you score 1 additional victory point if any enemy
monsters were slain in that battle round.
Beast Master: When the battle ends, you complete Aggressive Expansion: When you reveal this
battle tactic, pick 2 objective markers on the
this grand strategy if there are any Monsters from Seismic Shift: At the start of the third battle round,
battlefield that are not wholly within your territory.
your starting army on the battlefield. You complete this battle tactic if you control both after the players roll off to determine who has the
objective markers at the end of this turn. first turn, the player taking the second turn in that
Dominating Presence: When the battle ends, you battle round can pick 1 objective marker on the
complete this grand strategy if there are more units Bring it Down!: When you reveal this battle tactic, battlefield and remove it from play.
from your starting army on the battlefield than there pick 1 enemy Monster on the battlefield. You
complete this battle tactic if that unit is destroyed REALMSPHERE MAGIC
are units from your opponent’s starting army on the
during this turn. If that enemy Monster was
battlefield. destroyed by an attack made by a friendly Monster All Wizards know the following spell in addition
or an ability of a friendly Monster, score 1 to any other that they know:
Hold the Line: When the battle ends, you complete additional victory point.
this grand strategy if there are any Battleline units Metamorphosis: Metamorphosis has a casting
from your starting army on the battlefield. Broken Ranks: When you reveal this battle tactic, value of 5 and a range of 12”. If successfully cast, pick
pick 1 Battleline unit from your opponent’s starting 1 friendly Hero that is not a Monster and that is
army on the battlefield. You complete this battle
Pillars of Belief: When the battle ends, you complete tactic if that unit is destroyed during this turn. If that within range and visible to the caster. That Hero gains
this grand strategy if there are any Priests from your unit was destroyed by an attack made by a friendly the Monster keyword until your next hero phase.
starting army on the battlefield. Monster or an ability of a friendly Monster,
score 1 additional victory point. REALM COMMAND
Predator’s Domain: When the battle ends, you Each player can use the following command ability
Conquer: When you reveal this battle tactic, pick 1 in addition to any others that they can use:
complete this grand strategy if you control more
objective marker on the battlefield that your opponent
terrain features than your opponent. controls. You complete this battle tactic if you control
that objective marker at the end of this turn. Feral Roar: You can use this command ability at the
Prized Sorcery: When the battle ends, you complete start of the combat phase. The unit that receives the
this grand strategy if there are any Wizards from Ferocious Advance: When you reveal this battle command must be a Monster. Until the end of that
your starting army on the battlefield. tactic, pick 3 different units from your starting army phase, when you look up a value on that unit’s damage
on the battlefield. You complete this battle tactic table, it is treated as if it has suffered 0 wounds.
if all of the units you picked run in the following
Sever the Head: When the battle ends, you complete movement phase and finish that run within 3” of
this grand strategy if there are no Heroes from your each other. If all 3 of those units are Monsters, MYSTERIOUS TERRAIN
opponent’s starting army on the battlefield. score 1 additional victory point.
D6 Scenery Rule
Vendetta: When the battle ends, you complete Monstrous Takeover: When you reveal this battle
tactic, pick 1 Monster from your starting army on 1 1 Damned: In your hero phase, you can
this grand strategy if the model chosen to be your pick 1 friendly unit within 1” of any terrain
the battlefield. You complete this battle tactic if that
opponent’s general has been slain and the model Monster is contesting an objective marker that features with this rule. That unit suffers D3
chosen to be your general has not been slain. you control at the end of this turn, and that objective mortal wounds but you can add 1 to hit
marker is not contested by an enemy Monster. rolls for attacks made by that unit until your
TRIUMPHS next hero phase.
Savage Spearhead: You complete this battle tactic
if there are 2 or more units from your starting 2 2 Arcane: Add 1 to casting, dispelling
After you have picked your army, you must pick 1
army wholly within your opponent’s territory at and unbinding rolls for models while they
triumph from the list below and record it on your the end of this turn. If 2 or more of those units are
army roster. A triumph can only be used once per Monsters, score 1 additional victory point. are within 1” of any terrain features with
battle, and can only be used if the points total of this rule.
your army is less than that of your opponent’s army. Slay the Warlord : You complete this battle tactic 3 3 Inspiring: Add 1 to the Bravery
if the model chosen to be your opponent’s general
is slain this turn. If that model was destroyed by an characteristic of units while they are wholly
If you are allowed to take more than 1 triumph, within 1” of any terrain features with this
attack made by a friendly Monster or an ability of a
you can pick the same triumph more than once if friendly Monster, score 1 additional victory point. rule.
you wish.
AOS COMBINED FAQ 4 4 Deadly: Each time a unit is set up
Bloodthirsty: Once per battle, after you make a or finishes a normal move, run, retreat
charge roll for a friendly unit, you can say that it The below QR Code links to the “all-in-one” or charge move within 1” of any terrain
Age of Sigmar FAQ PDF provided by AoS Shorts. features with this rule, roll a dice. On a 1,
is bloodthirsty. If you do so, you can re-roll that
The document is kept current and has a hyperlinked that unit suffers D3 mortal wounds.
charge roll. table of contents so you can easily find what you need.
5 5 Mystical: Add 1 to chanting and
Indomitable: Once per battle, after you take a banishment rolls for models while they
battleshock test for a friendly unit, you can say it is are within 1” of any terrain features with
indomitable. If you do so, no models from that unit this rule. In addition, models have a 6+
will flee in that battleshock phase. ward while they are within 1” of any terrain
features with this rule.
Inspired: Once per battle, after you pick a friendly
unit to shoot or fight, you can say that it is inspired. 6 6 Sinister: Subtract 1 from the Bravery
If you do so, add 1 to wound rolls for attacks made characteristic of units while they are wholly
by that unit until the end of that phase. within 1” of any terrain features with this rule.
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CONTEST OF GENERALS POINTS LIMIT
Points Limit 750 1000 1500 2000 3000
The players must first agree on a points limit for the battle. No more
Leader Units 1-2 1-3 1-4 1-6 1-8 than half of your points can be spent on a single unit.
Understrength Units 0-1 of each type of unit A reinforced unit has twice as many models as its minimum unit size.
Recommended Minimum You can reinforce units with the Battleline battlefield role twice. A unit
30” x 44” 44” x 60” 44” x 90” that is reinforced twice has 3 times as many models as its minimum unit
Battlefield Size
size and counts as 2 units towards the number of reinforced units you
Recommended Minimum can include in your army. If the description for a unit says that it is a
4 8 12
Number of Terrain Features single model, it cannot be reinforced.
After you have picked your army, you must pick At the start of your hero phase, you must pick 1 D6 Scenery Rule
1 grand strategy from the list below and record battle tactic from the list below. You must reveal 1 1 Damned: In your hero phase, you can
it on your army roster. At the end of the battle, your choice to your opponent, and if your battle pick 1 friendly unit within 1” of any terrain
if you completed your grand strategy, you score tactic instructs you to pick something, you must features with this rule. That unit suffers D3
additional victory points as described in the tell your opponent what you pick. You have until mortal wounds but you can add 1 to hit rolls
battleplan you are playing. the end of that turn to complete the battle tactic. for attacks made by that unit until your next
You cannot pick the same battle tactic more than hero phase.
Hold the Line: When the battle ends, you complete once per battle.
2 2 Arcane: Add 1 to casting, dispelling and
this grand strategy if there are any Battleline units
unbinding rolls for models while they are
from your starting army on the battlefield. Break their Spirit: Pick 1 enemy unit wholly
within 1” of any terrain features with this
within your opponent’s territory. You complete this rule.
Sever the Head: When the battle ends, you complete tactic if that unit is destroyed during this turn.
this grand strategy if there are no Heroes from your 3 3 Inspiring: Add 1 to the Bravery
opponent’s starting army on the battlefield. Broken Ranks: Pick 1 unit from your opponent’s characteristic of units while they are wholly
starting army that is on the battlefield. You complete within 1” of any terrain features with this
Vendetta: When the battle ends, you complete this tactic if that unit is destroyed during this turn. rule.
this grand strategy if the model chosen to be your 4 4 Deadly: Each time a unit is set up or
opponent’s general has been slain and the model Conquer: Pick 1 objective marker on the battlefield finishes a normal move, run, retreat or charge
chosen to be your general has not been slain. that your opponent controls. You complete this move within 1” of any terrain features with
tactic if you control that objective marker at the end this rule, roll a dice. On a 1, that unit suffers
TRIUMPHS of this turn. D3 mortal wounds.
5 5 Mystical: Add 1 to chanting and
After you have picked your army, you must pick 1 Repel: Pick 1 enemy unit wholly or partially within banishment rolls for models while they
triumph from the list below and record it on your your territory. You complete this tactic if that unit is are within 1” of any terrain features with
army roster. A triumph can only be used once per destroyed during this turn. this rule. In addition, models have a 6+
battle, and can only be used if the points total of ward while they are within 1” of any terrain
your army is less than that of your opponent’s army. Seize the Centre: You complete this tactic if there features with this rule.
are more friendly than enemy models within 6” of
If you are allowed to take more than 1 triumph, you can the centre of the battlefield at the end of this turn. 6 6 Sinister: Subtract 1 from the Bravery
characteristic of units while they are wholly
pick the same triumph more than once if you wish.
within 1” of any terrain features with this rule.
Slay the Warlord : You complete this tactic if the
Bloodthirsty: Once per battle, after you make a charge model chosen to be your opponent’s general is slain
roll for a friendly unit, you can say that it is bloodthirsty. during this turn. AOS COMBINED FAQ
If you do so, you can re-roll that charge roll. The below QR Code links to the “all-in-one” Age
of Sigmar FAQ PDF provided by AoS Shorts. The
Indomitable: Once per battle, after you take a document is kept current and has a hyperlinked table
battleshock test for a friendly unit, you can say it is of contents so you can easily find what you need.
indomitable. If you do so, no models from that unit
will flee in that battleshock phase.
After you have picked your army, you must pick At the start of your hero phase, you must pick 1 battle The following realm rules continue to explore what
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice it is like to fight in the hellish environments of
it on your army roster. At the end of the battle, to your opponent, and if your battle tactic instructs Gallet. In such grim conditions, those leaders who
if you completed your grand strategy, you score you to pick something, you must tell your opponent stand shoulder to shoulder with their comrades
additional victory points as described in the what you pick. You have until the end of that turn to will rise to the fore, anchoring their battlelines and
battleplan you are playing. complete the battle tactic. You cannot pick the same ensuring victory is achieved at any cost.
battle tactic more than once per battle. SPECIAL RULES
Defend What’s Ours: When the battle ends, you Galletian Champions: Heroes with a Wounds
complete this grand strategy if there are no enemy A Matter of Honour: Pick 1 enemy Galletian characteristic of less than 10, that do not have
units wholly within your territory. Champion or Sworn Bodyguard unit on the a mount and that are not Unique gain the
battlefield. You complete this battle tactic if that Galletian Champion keyword.
Stake a Claim: When the battle ends, you complete unit is destroyed during this turn by an attack made
this grand strategy if 3 or more friendly Galletian by a friendly Galletian Champion or Sworn The Key to Victory: Friendly Galletian
Champions units are wholly within enemy territory. Bodyguard unit. Champions cannot be picked as the target of
attacks made with missile weapons while they are
Survivor’s Instinct: When the battle ends, you An Eye for an Eye: You complete this battle within 1” of any friendly Battleline units.
complete this grand strategy if the model picked to tactic if 1 or more friendly units were destroyed in Desperate Action: If you are taking the second
be your general is a Galletian Champion and the previous turn and 1 or more enemy units are turn in the current battle round, at the start of your
that model is contesting an objective wholly outside destroyed this turn. hero phase, you can pick 1 friendly Galletian
your territory. Champion on the battlefield to carry out 2
Cunning Manoeuvre: Pick 1 friendly Galletian different heroic actions in that phase instead of 1.
Take What’s Theirs: When the battle ends, you Champion on the battlefield that is more than
complete this grand strategy if there are more 3” from all enemy units. You complete this battle REALMSPHERE MAGIC
friendly units than enemy units wholly within your tactic if, at the end of the turn, that Galletian All Wizards know the following spell in addition
Champion is more than 3” from all enemy units to any others that they know:
opponent’s territory.
and is contesting an objective you control that is Grinding Teeth of Gallet: Grinding Teeth of Gallet
Tame the Land: When the battle ends, you wholly outside your territory. is a spell that has a casting value of 6 and a range of
complete this grand strategy if you control all of the 12”. If successfully cast, pick 1 objective within range
objectives on the battlefield that are wholly outside Desecrate Their Lands: Pick 1 terrain feature or and visible to the caster. Then, roll a dice for each
your territory. faction terrain feature that is partially or wholly unit within 6” of that objective. On a 4+, that unit
within your opponent’s territory. You complete this suffers D6 mortal wounds.
The Day is Ours!: When the battle ends, you battle tactic if you control that terrain feature at the REALM COMMAND
complete this grand strategy if there are more end of this turn. Each player can use the following command ability
friendly Galletian Champions from your in addition to any others that they can use:
starting army than Galletian Champions from Gaining Momentum: Pick 1 enemy unit on the
your opponent’s starting army on the battlefield. battlefield. You complete this battle tactic if that No Retreat, No Surrender: You can use this
unit is destroyed during this turn and you control command ability at the start of the combat phase. The
MYSTERIOUS TERRAIN more objectives than your opponent at the end of unit that receives the command must be a friendly
this turn. unit that is not a Hero or Monster, that did not
charge in the same turn, and that is within 3” of an
D6 Scenery Rule Lead the Assault: You complete this battle tactic if enemy unit. That unit cannot make pile-in moves in
at least 2 of the objectives you control are in enemy that phase, but add 1 to the Attacks characteristic of
1 1 Damned: In your hero phase, you can territory and are each contested by any friendly melee weapons used by that unit until the end of that
pick 1 friendly unit within 1” of any terrain Galletian Champions. phase (excluding those of its mounts, if it has any).
features with this rule. That unit suffers D3 HEROIC ACTIONS
mortal wounds but you can add 1 to hit This One’s Mine!: Pick 1 enemy unit on the You can carry out 1 of the following heroic actions
rolls for attacks made by that unit until your battlefield. You complete this battle tactic if that unit with a friendly Galletian Champion instead of any
next hero phase. is destroyed during this turn by an attack made by other heroic action you can carry out with that Hero:
the model picked to be your general.
2 2 Arcane: Add 1 to casting, dispelling Strike at the Opening: Pick 1 friendly Galletian
United Offence: Pick 1 objective controlled by Champion within 3” of an enemy unit. That Hero
and unbinding rolls for models while they can fight if it has not already fought in that phase.
are within 1” of any terrain features with your opponent. You complete this battle tactic if
you control that objective and 2 or more friendly However, that Hero cannot fight again in that phase
this rule. Galletian Champions are contesting that and the strike-last effect applies to that Hero until
objective at the end of this turn. the end of the turn.
3 3 Inspiring: Add 1 to the Bravery
characteristic of units while they are wholly Lead by Example: Pick 1 friendly Galletian
TRIUMPHS Champion that has a Sworn Bodyguard unit (pg
within 1” of any terrain features with this 14) and that has just carried out the ‘Strike at the
rule. After you have picked your army, you must pick 1 Opening’ heroic action. If that Sworn Bodyguard unit
triumph from the list below and record it on your is wholly within 6” of that Galletian Champion
4 4 Deadly: Each time a unit is set up army roster. A triumph can only be used once per and within 3” of an enemy unit, that Sworn
or finishes a normal move, run, retreat battle, and can only be used if the points total of Bodyguard unit can fight if it has not already fought
or charge move within 1” of any terrain your army is less than that of your opponent’s army. in that phase. However, that unit cannot fight again in
features with this rule, roll a dice. On a 1, that phase and the strike-last effect applies to that unit
that unit suffers D3 mortal wounds. Bloodthirsty: Once per battle, after you make a until the end of the turn.
charge roll for a friendly unit, you can say that it
5 5 Mystical: Add 1 to chanting and is bloodthirsty. If you do so, you can re-roll that AOS COMBINED FAQ
banishment rolls for models while they charge roll.
The below QR Code links to the “all-in-one” Age
are within 1” of any terrain features with of Sigmar FAQ PDF provided by AoS Shorts. The
this rule. In addition, models have a 6+ Indomitable: Once per battle, after you take a
battleshock test for a friendly unit, you can say it is document is kept current and has a hyperlinked table
ward while they are within 1” of any terrain indomitable. If you do so, no models from that unit of contents so you can easily find what you need.
features with this rule. will flee in that battleshock phase.
6 6 Sinister: Subtract 1 from the Bravery
Inspired: Once per battle, after you pick a friendly
characteristic of units while they are wholly unit to shoot or fight, you can say that it is inspired.
within 1” of any terrain features with this rule. If you do so, add 1 to wound rolls for attacks made
by that unit until the end of that phase.
After you have picked your army, you must pick At the start of your hero phase, you must pick 1 battle The following rules reflect what it is like to do battle
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice in the cracked and cyclone-scoured lands of Gallet
it on your army roster. At the end of the battle, to your opponent, and if your battle tactic instructs in Ghur. Only the hardiest fighters survive for long
if you completed your grand strategy, you score you to pick something, you must tell your opponent amidst this continent’s unforgiving environments.
additional victory points as described in the what you pick. You have until the end of that turn to
battleplan you are playing. complete the battle tactic. You cannot pick the same SPECIAL RULES
battle tactic more than once per battle. Masters of the Splintered Lands: Friendly
Defend What’s Ours: When the battle ends, you Battleline units that have a wounds characteristic
Against the Odds: Pick 1 unit from your starting
complete this grand strategy if there are no enemy army on the battlefield. You complete this battle of 4 or less and do not have mounts gain the
units wholly within your territory. tactic, if at the end of the turn, any models from Galletian Veterans keyword.
that unit are contesting an objective you control
Demonstration of Strength: When the battle and that objective is not being contested by enemy Proving Grounds: At the start of each battle round,
ends, you complete this grand strategy if there are Galletian Veterans models. after the players have determined who will take
3 or more Galletian Veterans units from your the first turn, the player who will take the second
starting army on the battlefield. An Eye for an Eye: You complete this battle turn can pick 1 objective on the battlefield to be
tactic if 1 or more friendly units were destroyed in the proving ground until the end of that battle
No Place for the Weak: When the battle ends, the previous turn and 1 or more enemy units are round. The same objective cannot be picked as the
you complete this grand strategy if there are no destroyed this turn. proving ground more than once per battle, and only
Battleline units from your opponent’s starting army 1 objective can be marked as the proving ground
on the battlefield. Barge Through Enemy Lines: You complete this
at any one time. Only models in units with the
battle tactic if there are 2 or more units from your
starting army wholly within your opponent’s Galletian Veterans keyword can contest an
Show of Dominance: When the battle ends, you objective marked as the proving ground.
complete this grand strategy if there are any friendly territory at the end of this turn. If 2 or more of those
units are Galletian Veterans, score 1 additional
Galletian Veterans units in each quarter of the victory point. The Bonds of Battle: When a model in a
battlefield. Galletian Veterans unit makes an attack with
Desecrate Their Lands: Pick 1 terrain feature or a melee weapon, you can target an enemy unit
Take What’s Theirs: When the battle ends, you faction terrain feature that is partially or wholly within ½” of another model from that Galletian
complete this grand strategy if there are more within your opponent’s territory. You complete this Veterans unit instead of using the weapon’s
friendly units than enemy units wholly within your battle tactic if you control that terrain feature at the Range characteristic for that attack. If you do so, the
opponent’s territory. end of this turn. attacking model must be within ½” of another model
from its own unit that is within ½” of the target.
Tame the Land: When the battle ends, you Gaining Momentum: Pick 1 enemy unit on the
complete this grand strategy if you control all of the battlefield. You complete this battle tactic if that
REALMSPHERE MAGIC
objectives on the battlefield that are wholly outside unit is destroyed during this turn and you control
more objectives than your opponent at the end of All Wizards know the following spell in addition
your territory. to any other that they know:
this turn.
MYSTERIOUS TERRAIN Gaze of Ghur: Gaze of Ghur is a spell that has a
Head-to-Head: Pick 1 enemy Galletian
Veterans unit on the battlefield. You complete casting value of 7 and a range of 12”. If successfully
D6 Scenery Rule this battle tactic if that unit is destroyed during this cast, pick 1 enemy unit within range and visible to
turn by an attack made by a friendly Galletian the caster. When determining the number of models
1 1 Damned: In your hero phase, you can Veterans unit or an ability of a friendly in that enemy unit that are contesting an objective,
pick 1 friendly unit within 1” of any terrain Galletian Veterans unit. your opponent must halve that number, rounding
features with this rule. That unit suffers D3 down.
Outmuscle: Pick 1 enemy Galletian Veterans
mortal wounds but you can add 1 to hit unit that has any models contesting an objective
rolls for attacks made by that unit until your REALM COMMAND
marked as the proving ground. You complete this
next hero phase. battle tactic if no models from that enemy unit are Each player can use the following command ability
contesting the proving ground at the end of this turn. in addition to any others that they can use:
2 2 Arcane: Add 1 to casting, dispelling
and unbinding rolls for models while they This One’s Mine!: Pick 1 enemy unit on the Overwhelming Assault: You can use this command
are within 1” of any terrain features with battlefield. You complete this battle tactic if that unit ability at the end of your charge phase. The unit
this rule. is destroyed during this turn by an attack made by the that receives the command must be a Galletian
model picked to be your general. Veterans unit that has 10 or more models. Pick 1
3 3 Inspiring: Add 1 to the Bravery enemy unit within 1” of that unit that has a Wounds
characteristic of units while they are wholly TRIUMPHS characteristic of 4 or less and roll a dice. If the roll is
within 1” of any terrain features with this greater than the number or models in the enemy unit,
After you have picked your army, you must pick 1 the strike-last effect applies to that enemy unit in the
rule. triumph from the list below and record it on your following combat phase.
4 4 Deadly: Each time a unit is set up army roster. A triumph can only be used once per
battle, and can only be used if the points total of
or finishes a normal move, run, retreat
your army is less than that of your opponent’s army. AOS COMBINED FAQ
or charge move within 1” of any terrain
features with this rule, roll a dice. On a 1, Bloodthirsty: Once per battle, after you make a The below QR Code links to the “all-in-one”
that unit suffers D3 mortal wounds. charge roll for a friendly unit, you can say that it Age of Sigmar FAQ PDF provided by AoS Shorts.
is bloodthirsty. If you do so, you can re-roll that The document is kept current and has a hyperlinked
5 5 Mystical: Add 1 to chanting and charge roll. table of contents so you can easily find what you need.
banishment rolls for models while they
are within 1” of any terrain features with Indomitable: Once per battle, after you take a
this rule. In addition, models have a 6+ battleshock test for a friendly unit, you can say it is
ward while they are within 1” of any terrain indomitable. If you do so, no models from that unit
will flee in that battleshock phase.
features with this rule.
6 6 Sinister: Subtract 1 from the Bravery Inspired: Once per battle, after you pick a friendly
unit to shoot or fight, you can say that it is inspired.
characteristic of units while they are wholly If you do so, add 1 to wound rolls for attacks made
within 1” of any terrain features with this rule. by that unit until the end of that phase.
AoS Reference v2.4 | [email protected] | weirdnobz.com/game-aids
GRAND STRATEGIES BATTLE TACTICS REALM RULES
After you have picked your army, you must pick At the start of your hero phase, you must pick 1 battle The following rules capture the carnivorous nature
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice of Ghur and the effects this feral realm has upon its
to your opponent, and if your battle tactic instructs
it on your army roster. At the end of the battle, inhabitants and landscapes.
you to pick something, you must tell your opponent
if you completed your grand strategy, you score what you pick. You have until the end of that turn to
additional victory points as described in the complete the battle tactic. You cannot pick the same Predators and Prey: Once per battle round,
battleplan you are playing. battle tactic more than once per battle. you score 1 additional victory point if any enemy
monsters were slain in that battle round.
Beast Master: When the battle ends, you complete Aggressive Expansion: When you reveal this
battle tactic, pick 2 objective markers on the
this grand strategy if there are any Monsters from Seismic Shift: At the start of the third battle round,
battlefield that are not wholly within your territory.
your starting army on the battlefield. You complete this battle tactic if you control both after the players roll off to determine who has the
objective markers at the end of this turn. first turn, the player taking the second turn in that
Dominating Presence: When the battle ends, you battle round can pick 1 objective marker on the
complete this grand strategy if there are more units Bring it Down!: When you reveal this battle tactic, battlefield and remove it from play.
from your starting army on the battlefield than there pick 1 enemy Monster on the battlefield. You
complete this battle tactic if that unit is destroyed REALMSPHERE MAGIC
are units from your opponent’s starting army on the
during this turn. If that enemy Monster was
battlefield. destroyed by an attack made by a friendly Monster All Wizards know the following spell in addition
or an ability of a friendly Monster, score 1 to any other that they know:
Hold the Line: When the battle ends, you complete additional victory point.
this grand strategy if there are any Battleline units Metamorphosis: Metamorphosis has a casting
from your starting army on the battlefield. Broken Ranks: When you reveal this battle tactic, value of 5 and a range of 12”. If successfully cast, pick
pick 1 Battleline unit from your opponent’s starting 1 friendly Hero that is not a Monster and that is
army on the battlefield. You complete this battle
Pillars of Belief: When the battle ends, you complete tactic if that unit is destroyed during this turn. If that within range and visible to the caster. That Hero gains
this grand strategy if there are any Priests from your unit was destroyed by an attack made by a friendly the Monster keyword until your next hero phase.
starting army on the battlefield. Monster or an ability of a friendly Monster,
score 1 additional victory point. REALM COMMAND
Predator’s Domain: When the battle ends, you Each player can use the following command ability
Conquer: When you reveal this battle tactic, pick 1 in addition to any others that they can use:
complete this grand strategy if you control more
objective marker on the battlefield that your opponent
terrain features than your opponent. controls. You complete this battle tactic if you control
that objective marker at the end of this turn. Feral Roar: You can use this command ability at the
Prized Sorcery: When the battle ends, you complete start of the combat phase. The unit that receives the
this grand strategy if there are any Wizards from Ferocious Advance: When you reveal this battle command must be a Monster. Until the end of that
your starting army on the battlefield. tactic, pick 3 different units from your starting army phase, when you look up a value on that unit’s damage
on the battlefield. You complete this battle tactic table, it is treated as if it has suffered 0 wounds.
if all of the units you picked run in the following
Sever the Head: When the battle ends, you complete movement phase and finish that run within 3” of
this grand strategy if there are no Heroes from your each other. If all 3 of those units are Monsters, MYSTERIOUS TERRAIN
opponent’s starting army on the battlefield. score 1 additional victory point.
D6 Scenery Rule
Vendetta: When the battle ends, you complete Monstrous Takeover: When you reveal this battle
tactic, pick 1 Monster from your starting army on 1 1 Damned: In your hero phase, you can
this grand strategy if the model chosen to be your pick 1 friendly unit within 1” of any terrain
the battlefield. You complete this battle tactic if that
opponent’s general has been slain and the model Monster is contesting an objective marker that features with this rule. That unit suffers D3
chosen to be your general has not been slain. you control at the end of this turn, and that objective mortal wounds but you can add 1 to hit
marker is not contested by an enemy Monster. rolls for attacks made by that unit until your
TRIUMPHS next hero phase.
Savage Spearhead: You complete this battle tactic
if there are 2 or more units from your starting 2 2 Arcane: Add 1 to casting, dispelling
After you have picked your army, you must pick 1
army wholly within your opponent’s territory at and unbinding rolls for models while they
triumph from the list below and record it on your the end of this turn. If 2 or more of those units are
army roster. A triumph can only be used once per Monsters, score 1 additional victory point. are within 1” of any terrain features with
battle, and can only be used if the points total of this rule.
your army is less than that of your opponent’s army. Slay the Warlord : You complete this battle tactic 3 3 Inspiring: Add 1 to the Bravery
if the model chosen to be your opponent’s general
is slain this turn. If that model was destroyed by an characteristic of units while they are wholly
If you are allowed to take more than 1 triumph, within 1” of any terrain features with this
attack made by a friendly Monster or an ability of a
you can pick the same triumph more than once if friendly Monster, score 1 additional victory point. rule.
you wish.
AOS COMBINED FAQ 4 4 Deadly: Each time a unit is set up
Bloodthirsty: Once per battle, after you make a or finishes a normal move, run, retreat
charge roll for a friendly unit, you can say that it The below QR Code links to the “all-in-one” or charge move within 1” of any terrain
Age of Sigmar FAQ PDF provided by AoS Shorts. features with this rule, roll a dice. On a 1,
is bloodthirsty. If you do so, you can re-roll that
The document is kept current and has a hyperlinked that unit suffers D3 mortal wounds.
charge roll. table of contents so you can easily find what you need.
5 5 Mystical: Add 1 to chanting and
Indomitable: Once per battle, after you take a banishment rolls for models while they
battleshock test for a friendly unit, you can say it is are within 1” of any terrain features with
indomitable. If you do so, no models from that unit this rule. In addition, models have a 6+
will flee in that battleshock phase. ward while they are within 1” of any terrain
features with this rule.
Inspired: Once per battle, after you pick a friendly
unit to shoot or fight, you can say that it is inspired. 6 6 Sinister: Subtract 1 from the Bravery
If you do so, add 1 to wound rolls for attacks made characteristic of units while they are wholly
by that unit until the end of that phase. within 1” of any terrain features with this rule.
AoS Reference v2.4 | [email protected] | weirdnobz.com/game-aids
CONTEST OF GENERALS POINTS LIMIT
Points Limit 750 1000 1500 2000 3000
The players must first agree on a points limit for the battle. No more
Leader Units 1-2 1-3 1-4 1-6 1-8 than half of your points can be spent on a single unit.
Understrength Units 0-1 of each type of unit A reinforced unit has twice as many models as its minimum unit size.
Recommended Minimum You can reinforce units with the Battleline battlefield role twice. A unit
30” x 44” 44” x 60” 44” x 90” that is reinforced twice has 3 times as many models as its minimum unit
Battlefield Size
size and counts as 2 units towards the number of reinforced units you
Recommended Minimum can include in your army. If the description for a unit says that it is a
4 8 12
Number of Terrain Features single model, it cannot be reinforced.
After you have picked your army, you must pick At the start of your hero phase, you must pick 1 D6 Scenery Rule
1 grand strategy from the list below and record battle tactic from the list below. You must reveal 1 1 Damned: In your hero phase, you can
it on your army roster. At the end of the battle, your choice to your opponent, and if your battle pick 1 friendly unit within 1” of any terrain
if you completed your grand strategy, you score tactic instructs you to pick something, you must features with this rule. That unit suffers D3
additional victory points as described in the tell your opponent what you pick. You have until mortal wounds but you can add 1 to hit rolls
battleplan you are playing. the end of that turn to complete the battle tactic. for attacks made by that unit until your next
You cannot pick the same battle tactic more than hero phase.
Hold the Line: When the battle ends, you complete once per battle.
2 2 Arcane: Add 1 to casting, dispelling and
this grand strategy if there are any Battleline units
unbinding rolls for models while they are
from your starting army on the battlefield. Break their Spirit: Pick 1 enemy unit wholly
within 1” of any terrain features with this
within your opponent’s territory. You complete this rule.
Sever the Head: When the battle ends, you complete tactic if that unit is destroyed during this turn.
this grand strategy if there are no Heroes from your 3 3 Inspiring: Add 1 to the Bravery
opponent’s starting army on the battlefield. Broken Ranks: Pick 1 unit from your opponent’s characteristic of units while they are wholly
starting army that is on the battlefield. You complete within 1” of any terrain features with this
Vendetta: When the battle ends, you complete this tactic if that unit is destroyed during this turn. rule.
this grand strategy if the model chosen to be your 4 4 Deadly: Each time a unit is set up or
opponent’s general has been slain and the model Conquer: Pick 1 objective marker on the battlefield finishes a normal move, run, retreat or charge
chosen to be your general has not been slain. that your opponent controls. You complete this move within 1” of any terrain features with
tactic if you control that objective marker at the end this rule, roll a dice. On a 1, that unit suffers
TRIUMPHS of this turn. D3 mortal wounds.
5 5 Mystical: Add 1 to chanting and
After you have picked your army, you must pick 1 Repel: Pick 1 enemy unit wholly or partially within banishment rolls for models while they
triumph from the list below and record it on your your territory. You complete this tactic if that unit is are within 1” of any terrain features with
army roster. A triumph can only be used once per destroyed during this turn. this rule. In addition, models have a 6+
battle, and can only be used if the points total of ward while they are within 1” of any terrain
your army is less than that of your opponent’s army. Seize the Centre: You complete this tactic if there features with this rule.
are more friendly than enemy models within 6” of
If you are allowed to take more than 1 triumph, you can the centre of the battlefield at the end of this turn. 6 6 Sinister: Subtract 1 from the Bravery
characteristic of units while they are wholly
pick the same triumph more than once if you wish.
within 1” of any terrain features with this rule.
Slay the Warlord : You complete this tactic if the
Bloodthirsty: Once per battle, after you make a charge model chosen to be your opponent’s general is slain
roll for a friendly unit, you can say that it is bloodthirsty. during this turn. AOS COMBINED FAQ
If you do so, you can re-roll that charge roll. The below QR Code links to the “all-in-one” Age
of Sigmar FAQ PDF provided by AoS Shorts. The
Indomitable: Once per battle, after you take a document is kept current and has a hyperlinked table
battleshock test for a friendly unit, you can say it is of contents so you can easily find what you need.
indomitable. If you do so, no models from that unit
will flee in that battleshock phase.