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AoS 4 Core Rules (FAQ - No Spearhead)

The document outlines the rules for playing Warhammer Age of Sigmar with Citadel Miniatures, divided into four main sections: Core Rules, Advanced Rules, Glossary, and Citadel Terrain List. It explains gameplay mechanics, including unit movement, combat, and special abilities, as well as the use of battlepacks for different gaming experiences. Additionally, it provides insights into setting up battles, deploying armies, and understanding key terms and rules for effective gameplay.

Uploaded by

Robert Toynbee
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
340 views50 pages

AoS 4 Core Rules (FAQ - No Spearhead)

The document outlines the rules for playing Warhammer Age of Sigmar with Citadel Miniatures, divided into four main sections: Core Rules, Advanced Rules, Glossary, and Citadel Terrain List. It explains gameplay mechanics, including unit movement, combat, and special abilities, as well as the use of battlepacks for different gaming experiences. Additionally, it provides insights into setting up battles, deploying armies, and understanding key terms and rules for effective gameplay.

Uploaded by

Robert Toynbee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 50

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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:

CORE RULES (pg 5-27)


The Core Rules explain the basic concepts of the game, including how your
units move, shoot, charge and fight. These rules are used in all games of
Warhammer Age of Sigmar.

ADVANCED RULES (pg 28-40)


The Advanced Rules explain how to use special unit types like Wizards and
Priests, how to fill your army roster, how to score battle tactics, and more.
This section also covers expanded rules for terrain.

GLOSSARY (pg 59-64)


The Glossary is an alphabetised list of important rules terms along with
summarised definitions. It is a handy reference tool if you need a quick
reminder of what a particular rule does.

CITADEL TERRAIN LIST (pg 65-66)


The Citadel Terrain List shows you which terrain types apply to which sets
of Citadel Terrain as well as clarifying how many scenery pieces each terrain
feature comprises.

The rules are numbered to make it easy to look up a rule referenced


elsewhere. For example, if a rule told you to see ‘Core Rules, 1.0’, you
would look up the rule numbered 1.0 in the Core Rules, which happens
to be ‘Core Concepts’.

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.

SPEARHEAD: FIRE AND JADE (pg 43-58)


Spearhead is the simplest way to play Warhammer Age of Sigmar, yet it
has amazing tactical depth and re-playability. The armies used in games
of Spearhead are pre-made, so you can walk straight into your nearest
Warhammer store and grab a Spearhead army off the shelf!

The Spearhead battlepack Fire and Jade includes rules for you and your
opponent to fight battles in the lush, overgrown jungles of Ghyran and on the
fiery lava plains of Aqshy.

MATCHED PLAY: BORDER WAR (pg 41-42)


Matched Play is a gaming mode designed for balance and equal victory
conditions for both players. The Border War battlepack (a truncated version
of the First Blood battlepack in the Core Book) introduces you to Matched
Play, providing conditions that give no particular advantage to either side in
order to see which player is the canniest commander.

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

commander army faction


models called units

enemy

fair and reasonable solution


TOOLS OF WAR

instructions on how to resolve


these situations.
2.1 MEASURING DISTANCES
inches
RULES UPDATES
We are committed to
supporting Warhammer Age
of Sigmar rules via regular free
updates based on community
feedback. Please check
warhammer-community.com
to download the latest updates the closest point on the model instead.
and FAQs.
2.1.1 WITHIN AND WHOLLY WITHIN
within

RULES SUMMARIES wholly within


 Many pages in the rules
have red boxes in the
sidebar, such as this one. unit within
 These give you unit wholly
short summaries of within
important rules.
 If you need to read a rule in
full, refer to the main text. DICE
D6

DESIGNER’S NOTES

D3
supplementary information.

modifiers
re-roll

roll off

5
CORE RULES
FACTIONS
faction

enhancements and lores

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

1 The MOVE 5 The UNIT TYPE

6 The KEY WORDS


2 The HEALTH characteristic determines how
7 The WEAPONS
combat
attacks ranged weapons
3 The CONTROL characteristic determines how shooting attacks

8 ABILITIES
4 The SAVE characteristic determines how well

6
CORE RULES

ABILITIES
abilities

Ability icons 1 Your Shooting Phase 1 Timing


2 SHOOT:
2 Name and
description
Movement Ability 3 Declare:
Offensive Ability Run or Retreat 3 Declare
Defensive Ability instructions
Shooting Ability
Rallying Ability 4 Effect
Special Ability
4
Effect: Resolve shooting attacks
Control Ability target unit(s). 5 Keywords
5 Keywords

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

1. Declare the Ability:


Declare

Reaction timing.

Effect

THE RULES OF ONE


Core
same ability
specified otherwise.
passive ability

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

Effect: Resolve combat attacks Pile in up to 3"


Keywords

reactions Attack

Reaction: You declared an Attack ability Reaction: Opponent declared an Attack ability
ALL-OUT ATTACK: ALL-OUT DEFENCE:
frenzied vigour.

Used By: Attack ability. Used By: Attack ability.

Effect: hit rolls Effect: save rolls


that Attack
Companion weapon ability.

effect
Any Combat Phase
FIGHT:
their foes.

Declare: charged
pile-in move
in combat

Effect: Resolve combat attacks


Keywords

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

SETTING UP FOR BATTLE


Unless specified otherwise in
the battlepack or battleplan: THE ARMIES
army
 Set up objectives.
 Set up terrain.
 Determine territories.
 Deploy armies. 9.0 BATTLEPLANS
 The player who lost
the roll-off to choose battlepack
territories decides who territories
begins deployment. objectives and
to that battle.

9.1 BATTLEFIELD MAP


quarters
objectives
territories

9.1.1 SETTING UP OBJECTIVES AND N


TERRAIN FEATURES DEFENDER’S TERRITORY
Q: If a battleplan instructs you to set up an
objective on a corner of the battlefield, should
you place the entire 40mm objective marker on
the battlefield, or should the centre of the
objective marker be on the corner?
A: The centre of the objective marker should be
on the corner.

ATTACKER’S TERRITORY

9.1.1 SETTING UP OBJECTIVES AND TERRA IN FEATURES


objectives

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

STEP 3 – USE DEPLOYMENT PHASE ABILITIES


Deployment Phase not
Deploy or Deploy Terrain

10.1 UNIVERSAL DEPLOYMENT PHASE ABILITIES


Deployment Phase
DEPLOY UNIT: Deployment Phase
the field. DEPLOY REGIMENT:
their retinue into battle.
Declare: unit
Declare: regiment
roster to be the target. No units in that regiment
Effect:

Effect: Deploy abilities without

Keywords Deploy
Deploy abilities.
Deployment Phase
Keywords Deploy
DEPLOY FACTION TERRA IN:

powerful landmark. regiment

Declare:

Deploy abilities,
Effect:
wholly within friendly territory, more than 3" from Stormcast Eternals.

Keywords Deploy Terrain

12
CORE RULES

 The battle lasts a fi xed


THE BATTLE
number of battle rounds.
 Each battle round contains 11.0 BATTLE SEQUENCE
2 turns.
 The player whose turn turn
is taking place is the phases (see 13.0).
active player.
 Each turn contains
7 phases. START OF BATTLE ROUND
 In each phase, the active
player uses abilities first,
then their opponent does 1. first
the same.

not

previous battle
current battle round.

active player

Determine the Underdog:


underdog

any Start of Battle Round

13.0 TURN PHASES


Start of Turn 7 phases
Hero Phase
or ‘‘Any (…) Phase
Movement Phase Movement Phase
Your Movement Phase or Any Movement Phase timing.
Shooting Phase

Charge Phase
Any (…) Phase
Combat Phase

End of Turn 13.1 FIGHT ABILITIES


Fight
Combat Phase
Fight abilities.
 The active player uses
Combat Phase abilities that Combat Phase not
are not Fight abilities, Fight Fight
then the opponent does must
the same. Fight
 Players alternate picking
a unit to use a Fight Fight ability,
ability, starting with the Fight
active player.
 Each unit must use a Fight ability.
Fight ability if it is able to.
Active player’s Opponent’s Players alternate
Combat Phase Combat Phase Fight abilities,
abilities abilities
not Fight not Fight active player

13
CORE RULES
14.0 UNIVERSAL CORE ABILITIES 14.2 SHOOTING PHASE
The following Core
Core Your Shooting Phase
SHOOT:

14.1 MOVEMENT PHASE


Declare:
Your Movement Phase Run or Retreat
NORMAL MOVE:
the battlefield.

Declare: Effect: Resolve shooting attacks


target unit(s).
Keywords
Effect:
Move cannot

14.3 CHARGE PHASE


Keywords Core, Move
Your Charge Phase
Your Movement Phase CHARGE:
RUN:

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).

Effect: Resolve combat attacks


target unit(s).
Keywords

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.

15.2 MOVING ACROSS TERRAIN


Q: The rules for moving across terrain state
that a model cannot end a move mid-climb.
How can you tell if a model is mid-climb?
A: A model is mid-climb if it is not possible to
rest it on its base in that location without
additional support. As there is a wide variety
of terrain and models, it is acceptable for a
model to end a move with its base at a slight
angle because of uneven terrain beneath it,
but at least half of its base must be within 1" of
the terrain feature that the model is on or it
will be considered mid-climb.

15.3 PILE-IN MOVES


Fight
 Pile in: move up to 3".
 If in combat, the unit must
in combat with end the move closer, or at
target least as close, to the target
enemy unit.
target

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).

17.0 THE ATTACK SEQUENCE


Attack ability,

1. Hit Roll:
Hit
fails
Weapon Abilities).
critical hit

Wound Roll:
weapon’s Wound
fails

Save Roll: target

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

hit rolls and wound rolls


subtracted from save rolls

17.2 MORTAL DAMAGE

17.3 FAST DICE ROLLING


In order to speed up play, it is often possible to make several attacks at
once. If you choose to do so, all of the attacks must have the same Hit
Wound, Rend and Damage characteristics, the same weapon abilities
(if any – see 20.0), and they must target the same enemy unit. If this is
the case, make all of the hit rolls at the same time, then all of the wound
rolls and finally all of the save rolls. Then, add up all the damage points
inflicted on the target unit and move on to the damage sequence (see 18.0).

doesn’t stop the attack sequence for all the attacks, just that specific attack.

18
CORE RULES

18.0 THE DAMAGE SEQUENCE

1.

2.

18.1 WARD SAVES


Ward
Ward ward value
Ward (5+)

Passive
WARD SAVE:

Effect: of
damage point damage pool
ward value
damage pool.

18.2 ALLOCATING DAMAGE


allocate
damage points.

allocating

Health characteristic
slain

damaged

18.3 SLAIN MODELS

You must remove the fewest models possible to make the unit a single
coherent group.

18.4 DESTROYED UNITS


destroyed

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.

YES Save roll


success?

NO

Mortal DAMAGE
Damage POOL

DAMAGE SEQUENCE

YES Ward roll NO


success?

Remove damage point Allocate damage point

20
CORE RULES

ATTACKING EXAMPLE

Erik’s 4 Liberators armed with Warhammers attack first.


They can each make 2 attacks (as a Warhammer has an
Attacks characteristic of 2), and Erik needs to make hit
rolls equal to or higher than their Hit characteristic of
3+. The Liberators score 5 successful hits out of 8 attacks.

Att acks Hit Wound Rend Damage Ability


Warhammer 3+ 3+ 1 1 Crit (Mortal)

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

Att acks Hit Wound Rend Damage Ability


Grandhammer 3+ 2+ 1 2 Crit (Mortal)

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

Strike-first Strike-last units in combat


Fight in combat Strike-last
Fight ability.

Strike-first and Strike-last

Fight ability
WEAPON ABILITIES
weapon abilities
Strike-first or
Strike-last constraints,

with Strike-last
UNIVERSAL WEAPON ABILITIES
with Strike-first
Anti- Anti-’.
Anti-

both and Anti-Hero


Hero
that charged
The Companion weapon
Charge (+1 Damage): Damage characteristic if
charged this turn.
Companion: This weapon is not affected by firendly abilities that affect
unit’s capabilities. weapon characteristics or the attack sequence.

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.

24.1 RESERVE UNITS


Some abilities allow you to set up units in reserve

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.

The replacement unit is otherwise treated as a new unit; any keywords


or abilities the original unit gained during the battle, and any persisting 25.0 GUARDED HEROES
effects that applied to it, do not apply to the replacement unit. Each unit Q: If an ability allows me to ignore the effects of the ‘Guarded
can only be replaced once, and you cannot replace replacement units. Hero’ ability when picking targets (e.g. the Warlock Engineer’s
‘Snipermaster’ ability), would the attacking unit still be affected
by the -1 to hit penalty from ‘Guarded Hero’?
GUARDED HEROES A: Yes.
Heroes that are not Monsters or War Machines
Understandably, Monsters
and War Machines don’t
Passive
GUARDED HERO:

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

27.0 MODIFIER ORDER

(see above), apply


after that characteristic has been generated.

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

28.1 PERSISTING EFFECTS

commonly enhancements (see

28.2 ‘ONCE PER’ TIMINGS


or

Once
or

29.0 CONTRA DICTORY RULES


cannot can
or must player’s army.

28.0 ADVANCED ABILITY RULES


Q: If a rule says to pick a number of units
takes precedence. with one keyword or another (e.g. ‘Pick up to
3 friendly SKINK INFANTRY or CAVALRY
units’), could you pick a combination of units
with either keyword, or do all the units you
ORDER OF EFFECTS pick need to have the same keyword?
A: You can mix and match. In the example
given, you could pick 1 SKINK INFANTRY
unit and 2 SKINK CAVALRY units.

Q: If a persisting effect applies to a unit that


is destroyed, and another ability allows that
unit to return to the battlefield (e.g. the
‘Resurrection’ prayer from the Path to Glory:
Ascension battlepack), does the persisting
Some abilities have a delayed effect (e.g. 'each time a friendly unit uses a effect apply to the returned unit?
FIGHT ability, after that ability has been resolved, Heal (D3) that unit'). If A: No.
more than one of these effects would be resolved at the same time, the active
player resolves the delayed effects of their abilities first, in an order of their
choosing, then their opponent does the same.

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.

32.2 OBJECTIVE CONTROL


, follow
each objective

1. control score

Control
objective control.

2.
army control score
3.
gains control

32.3 TERRA IN CONTROL


Some battleplans require you to gain control of a terrain feature. Terrain
features are controlled in the same way as objectives, but terrain features
do not remain in your control if your units are no longer contesting them.
Each unit can contest 1 objective and 1 terrain feature at the same time.

END OF BATTLE ROUND


any End of Battle Round

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:

• Instead of using the Advanced Rules for Army


ARMY COMPOSITION (pg 35-38) Composition, make an army based on your
If you’re ready to build your own army roster and favourite Black Library story or based on a
customise your army with regiments, battle formations made-up scenario that sounds exciting to you.
and enhancements, see Army Composition. For instance, how would 5 different Stormcast
Eternals heroes fare against a pair of massive
Chaos monsters?
COMMAND MODELS (pg 39)
Here you will find rules for special models called • Design your own battleplan by dividing portions
champions, standard bearers and musicians, which are of the battlefield into a territory for each player,
found in many Warhammer Age of Sigmar units. placing objectives and thinking up a fun twist
for the battle. Have fun and experiment with
different ideas – why not try alternating placing
BATTLE TACTICS (pg 40) objectives instead of having fixed locations, or
Add an additional tactical challenge to your games by try having two smaller battlefields connected
including secondary objectives called Battle Tactics. by realmgates?

• Learn the Advanced Rules by introducing


each module into your battles one at a time
– for instance, start by experimenting with
Commands, then try adding Magic into your
battles, and finally put them all together to outwit
your opponent and score Battle Tactics.

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.

2.0 HERO PHASE COMMANDS 3.0 MOVEMENT PHASE COMMANDS


Any Hero Phase 1 Enemy Movement Phase 1
RALLY: With an inspiring call to action, wounded REDEPLOY: Taking initiative, the warriors hastily
soldiers get a second wind and fresh troops take the reposition to respond to enemy movements.
field to replace their fallen comrades.
Declare: Pick a friendly unit that is not in combat to
Declare: Pick a friendly unit that is not in combat to use this ability.
use this ability.
Effect: Each model in that unit can move up to D6".
Effect: Make 6 rally rolls of D6. For each 4+, you That move cannot pass through or end within the
receive 1 rally point. Rally points can be spent in the combat range of an enemy unit.
following ways:
Keywords Move, Run
• For each rally point spent, Heal (1) that unit.
• You can spend a number of rally points equal to the Reaction: You declared a Run ability 1
Health characteristic of that unit to return a slain AT THE DOUBLE: At a command from their
model to that unit. general, the warriors sprint to a key position on
You can spend the rally points in any combination of the battlefield.
the above. Unspent rally points are then lost.
Used By: The unit using that Run ability.
Enemy Hero Phase 1 Effect: Do not make a run roll as part of that
MAGICAL INTERVENTION: A warrior learned Run ability. Instead, add 6" to that unit’s Move
in the mystic arts utters a rapid incantation to disrupt characteristic to determine the distance each model
the enemy’s plans. in that unit can move as part of that Run ability.

Declare: Pick a friendly Wizard or Priest to use


this ability.

Effect: That friendly unit can use a Spell or Prayer


ability (as appropriate) as if it were your hero
phase. If you do so, subtract 1 from casting rolls or
chanting rolls made as part of that ability.

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.

4.0 SHOOTING PHASE COMMANDS 7.0 DEFENSIVE COMMANDS


Enemy Shooting Phase 1 Reaction: Opponent declared an Attack ability 1
COVERING FIRE: The warriors unleash a quick ALL-OUT DEFENCE: The soldiers close ranks to
volley at a nearby enemy unit before it charges hold off an incoming attack.
into combat.
Used By: A unit targeted by that Attack ability.
Declare: Pick a friendly unit that is not in combat to
use this ability. Effect: Add 1 to save rolls for that unit in this phase.

Effect: Resolve shooting attacks for that unit, but all


of the attacks must target the nearest visible enemy
unit and you must subtract 1 from the hit rolls for 8.0 END OF TURN COMMANDS
those attacks.
End of Any Turn 1
Keywords Shoot, Attack
POWER THROUGH: The warriors use their sheer
mass or resilience to drive through a group of weaker
foes, leaving broken bodies in their wake.
5.0 CHARGE PHASE COMMANDS
Declare: Pick a friendly unit that charged this turn
Enemy Charge Phase 2 to use this ability, then you must pick an enemy unit
COUNTER-CHARGE: Seeing the need for in combat with it to be the target. The target must
decisive action, the warriors charge forth to stall the have a lower Health characteristic than the unit
enemy’s advance or enact a bold interception. using this ability.

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.

Used By: The unit using that Charge ability.

Effect: You can re-roll the charge roll.

6.0 ATTACKING (SHOOTING AND


COMBAT) COMMANDS
Reaction: You declared an Attack ability 1
ALL-OUT ATTACK: The warriors fight with a
frenzied vigour.

Used By: The unit using that Attack ability.

Effect: Add 1 to hit rolls for attacks made as part of


that Attack ability. This also affects weapons that
have the Companion weapon ability.
ADVANCED RULES

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.

When a unit is targeted by an attack, the unit is considered to be behind


a terrain feature if it is impossible to draw a straight line from a model in
the attacking unit to a model in the target unit without that line passing
across that terrain feature. Ignore parts of the terrain feature within the
attacking unit’s combat range for the purposes of determining if the target
is behind that terrain feature.

1.2 UNIVERSAL TERRAIN ABILITIES 1.3 TERRAIN SIZES


Each terrain feature has one or more of the following • Terrain that fits into an area no larger than 7" × 7"
passive abilities: is small.
• Terrain that is not small and fits into an area no
Cover: Subtract 1 from hit rolls for attacks that larger than 7" × 12" is medium.
target a unit that is behind or wholly on this terrain • Terrain that is too big to fit into an area 7" × 12"
feature, unless that unit charged this turn or has is large.
the FLY keyword.
Impassable: Models cannot move across, be set up 1.4 TERRAIN TYPES
on or end moves on any part of this terrain feature. Each terrain feature in Warhammer Age of Sigmar is
Obscuring: A unit cannot be targeted by shooting one of the following types:
attacks if it is behind or wholly on this terrain
feature, unless it has the Fly keyword. • Obstacle
• Obscuring Terrain
Place of Power: Heroes within 3" of this terrain • Area Terrain
feature can use the ‘Activate Place of Power’ ability • Place of Power
(see below). • Faction Terrain
Unstable: Models can move across but cannot be
set up on or end any type of move on any part of Before the battle begins, players must agree on which
this terrain feature that is more than 1" tall. type applies to each terrain feature.
Start of Any Turn 1.4.1 OBSTACLES
ACTIVATE PLACE OF POWER: The hero draws Examples: Ruins, debris, statues, barricades
on the power of a nearby mythical landmark. Terrain Abilities: Cover, Unstable

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.

Some faction terrain features allow you to place a unit on them


(this will be clearly specified in that terrain feature’s rules). When
doing so, instead of measuring range or visibility to and from the
unit that is on that terrain feature, measure to and from the terrain
feature instead. Unless otherwise specified, units on a faction
terrain feature cannot use FIGHT abilities.

1.6 CHARGING UNITS ON TERRAIN


In some cases, it is not possible to reach an enemy unit using a CharGe
ability when they are wholly on a terrain feature (e.g. a unit on top of a
tower) because the charging unit is unable to end their move mid-way up
the terrain feature and there is not enough room for the models to be
placed at the top. In these cases, the charging unit can end their charge
within ½"3of3that3terrain3feature3instead if this would result in the
charging unit ending their move in combat with any enemy units wholly
on a terrain feature.

1.7 SCENERY PIECES


Some terrain features, such as wyldwoods or collections of smaller
timeworn ruins, are made up of multiple scenery3pieces. Each scenery
piece that makes up a part of the same terrain feature must be set up so
that all of the scenery pieces fit into the area that corresponds to the
terrain feature’s size (see 1.3). The full collection of scenery pieces is This battlefield uses Citadel
considered to be a single terrain feature. terrain, so the players were
able to simply look up the
1 terrain type of each terrain
2
feature in the Citadel Terrain
6 List (pg 65).
3
3 1 Ruined Domicile (Obstacle)
5 2 Domicile Shell (Obstacle)
3 Guardian Idol (Obstacle)
4 Cleansing Aqualith
4 (Place of Power)
2 5 Nexus Syphon
1 (Place of Power)
6 Wyldwood
(Obscuring Terrain)

3 The second battlefield uses


2
scratch-built terrain. Before
1
setting up the terrain, both
players discussed and agreed
4 on the terrain type of each
terrain feature they were
using, as shown below.
1
1 Place of Power
2 Area Terrain
3 3 Obstacle
1 4 Obscuring Terrain
32
TERRAIN, 1.5 FACTION TERRAIN
Q: Are faction terrain features still subject to the restrictions in Core Rules, 5.3 The Rules of One?
A: Yes.

Q: If an ability requires you to set up a unit more than 9" from all enemy units, could you set up a unit within 9" of
a faction terrain feature?
A: Yes. However, some faction terrain features (such as the Shrine Luminor) allow a unit to be placed on them.
Since, in these cases, you measure range and visibility to and from the terrain feature instead of the unit, you
would not be able to set up a unit within 9" of a faction terrain feature that has a unit on it.

Q: Are faction terrain features affected by friendly abilities (e.g. those that give units the WARD keyword)?
A: No.

Q: Can faction terrain features use command abilities?


A: No, not unless that command is on the faction terrain feature’s warscroll.

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.

7.1 SEVERED CONNECTION

If the Wizard or Priest that summoned a manifestation is slain, that


manifestation is removed from the battlefield.

7.2 BANISHING MANIFESTATIONS


All Wizards and Priests can use the ‘Banish Manifestation’ ability:
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane
forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly Wizard or Priest to use this ability, pick


a manifestation within 30" of them to be the target, then make a
banishment roll of 2D6.

Effect: If the banishment roll equals or exceeds the banishment value


listed on the manifestation’s warscroll, it is banished and removed from
play. You cannot pick the same manifestation as the target of this ability
more than once per turn.
Keywords Banish
MAGIC, 7.0 MANIFESTATIONS
Q: Are manifestations still subject to the restrictions in Core Rules, 5.3 The Rules of One?
A: Yes.

Q: If an ability requires you to set up a unit more than 9" from all enemy units, 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: Can manifestations use command abilities?


A: No, not unless that command is on the manifestation’s warscroll.

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.

1.2 POINTS LIMIT


Before you start filling your roster, you and your opponent must agree on a points limit for the
Battle profiles are regularly battle. You can agree on any points limit, but most players use a limit of 1000 points, 2000 points
updated to improve balance. or somewhere in between. No more than half of your points can be spent on a single unit.
When we republish them, the
new version takes precedence
over versions with an earlier
1.2.1 UNDERSPENDING
publication date or no In many cases, the total points cost of the units in your army will not add up to the exact
points limit, but you might not have enough points left to add another unit. If the points
publication date.
cost of your army is 50 or more points lower than the points limit of the battle, you gain 1
extra command point at the start of the first battle round.

1.3 BATTLE PROFILES


The information you’ll need when building your army roster is found in each unit’s battle
profile. Battle profiles for each unit are available at warhammer-communit.com.

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.

2.1 BATTLE FORMATIONS


Many factions contain one or more battle formations. Each battle formation grants unique
benefits to your army. The faction rules for your faction will explain any battle formation options.

2.2 ARMIES OF RENOWN


Some factions have access to rules for themed armies called Armies of Renown. If you choose to
use an Army of Renown, the rules for that Army of Renown replace the normal faction rules for
that army.

3.0 ADDING UNITS


3.1 REGIMENTS
Armies are made up of one or more regiments, each of which is led by
a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5
regiments. To add a regiment, pick 1 Hero from your faction, then pick up to 3 non-Hero units
to accompany them.

Each Hero’s battle profile lists which units can be added to their regiment, and each non-Hero
unit’s battle profile lists any relevant keywords it has. The battle profiles of some Heroes (such as
named characters) may say that they can be added to the regiment of
another Hero.

ARMY COMPOSITION, 3.1 REGIMENTS


Q: If a HERO is able to join another HERO’s regiment (e.g. The Shadow
Queen joining Morathi-Khaine or an Assassin joining a Dreadlord on Black
Dragon), do they take the place of a non-HERO unit in that regiment?
A: Yes.

Q: Can I add units from other factions to my HEROES’ regiments?


A: No. The only way to add units from other factions to your army is by
taking an eligible Regiment of Renown.

Q: If a HERO’s regiment options contain multiple excluded keywords (e.g.


non-BEAST non-MONSTER), can it include units in its regiment that have
only one of those keywords?
A: No, it cannot include units with any of those keywords.
ADVANCED RULES
3.2 THE GENERAL
You must pick 1 Hero in your army that is leading a regiment to be your  Pick a points limit: 1000
general. If any units in your army have the Warmaster keyword, you points or 2000 points. If
regiment
must pick one of those units to be your general. Your general’s other points limit, agree
can include up to with opponent.
4 non-Hero units in addition to your general.  Pick your faction.
 Pick your battle formation
3.3 REINFORCED UNITS (if any).
When you add a unit to your army roster, you can add it as a reinforced  Form regiments. Each
unit. A reinforced unit has twice as many models as its minimum unit size regiment has 1 Hero and
and costs twice as many points. If a unit has a minimum unit size of 1, it 0-3 non-Hero units (0-4 if
cannot be reinforced. your general’s regiment).
 Add auxiliary units (if
3.4 UNIQUE UNITS any). Auxiliary units are
You cannot include the same Unique unit more than once in your army. units that aren’t part of a
Unique units cannot be reinforced. regiment. If your opponent
has more auxiliary units
3.5 REGIMENTS OF RENOWN than you, you receive 1
In addition to creating your own regiments, you can also spend points to extra command point each
include 1 Regiment of Renown. Regiments of Renown are pre-built battle round.
regiments, each with their own special abilities. The rules for each Regiment  Add faction terrain features
of Renown will specify which factions can include it. A unit in a Regiment (if any).
of Renown cannot be your general even if it is a Warmaster.  Pick enhancements (1 from
each enhancement table).
• You cannot include more than 1 Regiment of Renown in your army  Pick up to 1 spell lore,
unless otherwise specified in the notes column of that regiment’s 1 prayer lore and 1
battle profile. manifestation lore.
• Units in a Regiment of Renown cannot use (but can be picked as the
target of, if otherwise eligible) any faction rules from the faction they
are allied into, including enhancements and lores, unless they have a
keyword that matches that faction’s name.
• If an ability allows you to set up a replacement unit (Core Rules, 24.2)
for a unit in a Regiment of Renown, that unit also counts as being
part of that Regiment of Renown.

3.6 AUXILIARY UNITS


Auxiliary units allow you to take any units from your faction without the constraints of regiments, at the cost
of potentially giving your opponent an advantage. You can add any number of units to the auxiliary units
section of your army roster. However, the player with the fewest auxiliary units on their roster gains 1 extra
command point at the start of each battle round (if the players have the same number of auxiliary units,
neither player receives an extra command point). Heroes that have compulsory regiment options cannot be
taken as auxiliary units.

3.7 FACTION TERRAIN FEATURES


If your faction has a faction terrain feature, or a set of faction terrain features, you can pick 1 to include on
your army roster. Faction terrain features do not cost any points.

4.0 FINISHING TOUCHES


4.1 ENHANCEMENTS
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits,
mount traits and artefacts of power. You can take 1 enhancement from each enhancement table in your
faction rules. Each enhancement table lists which units are eligible to be given that enhancement. Unique
units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1
enhancement of the same type, and you can never include the same enhancement in your army more than
once.

4.2 LORES
You can pick 1 spell lore available to your faction. If you do, all Wizards 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

ARMY COMPOSITION OVERVIEW


These pages provide an overview of how to create an army roster. You’ll need a blank army roster, which you can
download from warhammer-community.com. Pages 35-36 explain each of these steps in more detail.

1. AGREE ON A POINTS LIMIT

1000 POINTS
1-2 HOURS

2000 POINTS
2+ HOURS

OTHER
(agree with your opponent)

2. PICK FACTION 3. FORM REGIMENTS


AND BATTLE
FORMATION
5 Liberators 10 Liberators
Reinforced

Lord-Vigilant on
Gryph-stalker
General 3 Prosecutors 5 Vindictors

1-5 REGIMENTS PER ARMY


Must pick 1 Hero to be your general

Each regiment has:

• 1 Hero

• 0-3 Non-Hero units (0-4 if Hero is general)


FACTION BATTLE
Stormcast Eternals FORMATION Reinforce: Double points cost and unit size
Vanguard Wing

37
ADVANCED RULES
4. ADD AUXILIARIES 5. ADD
AND FACTION ENHANCEMENTS
TERRAIN

Stormdrake Lord-Vigilant on Annihilators


Guard Gryph-stalker

Add any additional units from your faction as


auxiliary units

If your opponent has more auxiliary units


1 than you do, you receive 1 additional
command point each battle round

If your faction has any faction


terrain features, you can add 1 to
your army roster
Pick 1 enhancement per enhancement table
available to your faction

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: Add 1 to the Attacks characteristic of weapons used by champions


in this unit.
Let your opponent know
which models in a unit
are champions, musicians 2.0 MUSICIANS
and standard bearers if Units with the Musician keyword have one or more musician models. The
it’s not already clear from number after the Musician keyword indicates the proportion of models in
the miniatures. that unit that can be musicians. Units with the Musician keyword have the
following passive ability:
Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers
ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’
command, you can make one additional rally roll of D6.

3.0 STANDARD BEARERS


Units with the Standard Bearer keyword have one or more
standard bearer models. The number after the Standard Bearer
keyword indicates the proportion of models in that unit that can be standard
bearers. Units with the Standard Bearer keyword have the following
passive ability:
Passive
STANDARD BEARER: The unit’s standard provides a rallying point in
the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s
control score.

Clanrat Champion Clanrat Musician Clanrat Standard Bearer

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.

2.1 COMPLETING BATTLE TACTICS


If, at the end of your turn, you have completed the battle tactic you chose
to attempt this turn, you score 4 victory points.

3.0 UNIVERSAL BATTLE TACTICS


DO NOT WAVER: We must not falter on any front. Stand fast, and keep
the enemy at bay.
You complete this battle tactic at the end of your turn if 2 or more friendly
units fought this turn and no friendly units were destroyed this turn.
SLAY THE ENTOURAGE: Leave the enemy’s commander exposed by
targeting members of their personal guard.
Pick a unit in the enemy general’s regiment. You complete this battle
tactic if that unit is destroyed this turn.
ATTACK ON TWO FRONTS: Divide and conquer by approaching the
foe from two directions.
You complete this battle tactic at the end of your turn if you control 2 or
more objectives that you did not control at the start of your turn and at
least 1 of those objectives was controlled by your opponent at the start of
your turn.
TAKE THEIR LAND: Secure a foothold within enemy territory.
Pick a terrain feature wholly or partially within enemy territory and
wholly outside friendly territory. You complete this battle tactic if you
control that terrain feature at the end of your turn.
SEIZE THE CENTRE: Secure a strong central position from which your
forces can dictate the flow of battle.
You complete this battle tactic at the end of your turn if 2 or more
friendly units are within 3" of the centre of the battlefield and are not
in combat.
TAKE THE FLANKS: Surround the enemy, then close in for the kill.
You complete this battle tactic at the end of your turn if you have at least
1 friendly unit within 6" of each short battlefield edge, none of those
units are wholly within friendly territory, and none of those units were
set up this turn.
BATTLE TACTICS, 2.1 COMPLETING BATTLE TACTICS
Q: If a battle tactic requires a unit not to be in combat at the end of your turn (e.g. ‘Seize the Centre’), can I still complete that tactic if my unit is within 3" of a
manifestation or faction terrain feature?
A: Manifestations that have a Move characteristic of 0" (‘-’) and faction terrain features only count as being in combat in the combat phase, so if you were within 3" 40
of any of those at the end of your turn (and more than 3" from all other units), you would not be in combat and could complete the battle tactic. If, however, you
were within 3" of a manifestation that had a Move characteristic of greater than 0" or a faction terrain feature that had a unit on it, you would be in combat at the
end of your turn and could not complete the battle tactic.
GLOSSARY
This glossary is an alphabetised list of rules definitions. It is intended to be a useful resource if you need a quick
reminder of what a rule does or a short summary of a game term. It is not intended as an exhaustive list of
precise definitions – if you need the full rule, refer to the relevant rules module. If there are any contradictions
between this glossary and a rules module, the rules module takes precedence.

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)

endless spells: A type of


manifestation summoned by a
Wizard. (Magic, 7.0) 60
enemy models/units: Models/units Guarded Hero: Passive ability that keyword: A term that carries
in your opponent’s army. all Heroes have. If Hero is within Keyword Format, allowing
(Core Rules, 1.0) 3" of a friendly non-Hero unit, the thing that has it to be tagged
then shooting attacks targeting the and referenced by other rules.
Enemy (…) Phase: Timing. A phase Hero are -1 to hit, and if Hero (Core Rules, 5.1)
in which your opponent is the active is Infantry, they also cannot be
player. (Core Rules, 13.0) picked as the target of shooting Magical Intervention: Command,
attacks made by units more than 12" 1CP. Wizard or Priest can cast
enhancements: A type of faction from them. (Core Rules, 25.0) or chant in enemy hero phase,
rule. You can take 1 enhancement but -1 to casting/chanting roll.
of each type for your army, you Heal: Remove a number of damage (Commands, 2.0)
can’t take the same enhancement points that have been allocated to a
more than once, and you can’t unit equal to the number in brackets manifestations: Arcane or divine
give the same unit more than 1 after ‘Heal’. (Core Rules, 21.0) entities or phenomena that have
enhancement of the same type. their own miniatures and are
(Army Composition, 4.1) Health characteristic: The summoned to the battlefield by a
characteristic that shows the Wizard or Priest. (Magic, 7.0)
faction: The units in your army number of damage points that
must all belong to the same faction can be allocated to the unit manifestation lore: If taken, all
(excepting Regiments of Renown). before a model in the unit is slain. Wizards in your army know
Most factions in Warhammer Age of (Core Rules, 4.0) all spells from that lore, and all
Sigmar have their own battletome, Priests in your army know all
which contains the rules for the heroic trait: Enhancement that can prayers from that lore. (Army
units from that faction, along with be given to a Hero in your army. Composition, 4.2)
the battle traits and enhancements (Army Composition, 4.1)
for that faction. miscast: Casting roll that contains
hit roll modifiers: Add up all two or more 1s is a miscast (D3
faction rules: These are split into modifiers to a hit roll and cap at +1 mortal damage, attempt fails, and
battle traits and enhancements. if the result is a positive value or caster can’t cast any more spells that
Battle traits tend to be army-wide -1 if the result is a negative value. phase). (Magic, 2.0)
abilities, while enhancements are (Core Rules, 17.1)
given to specific units. models: The warriors in your army
in combat: A unit is in combat are referred to as models and are
Fight: The Core ability that units if any visible enemy models are grouped into units. Some units
use to attack each other in combat. within its combat range (within 3"). consist of only 1 model.
(Core Rules, 14.4) (Core Rules, 7.0)
modifiers (dice rolls): Many rules
FLY: A keyword. Units that can Infantry: A unit keyword. Models let you change the result of a dice
fly often ignore intervening on foot. Infantry form the roll. Sometimes, multiple modifiers
models and terrain when moving. backbone of most armies and tend will apply to the same roll. Modifiers
(Core Rules, 15.4) to be good at contesting objectives. to some types of rolls, such as hit
and wound rolls, are capped.
Forward to Victory: Command, inflict: Successful attacks inflict
1CP, reaction. Re-roll charge roll. damage points. Inflict is not the modifiers (characteristics):
(Commands, 5.0) same as allocate. Ward rolls can Characteristics cannot be modified
be made for inflicted damage to less than 0. Round down any
fought: A unit has fought if it used points before they are allocated. fractions. Set, multiply or divide,
any Fight abilities in the same turn. (Core Rules, 17.0) then add or subtract, in that order
(if more than one modifier applies).
friendly models/units: Models/units invocation: A type of manifestation (Core rules, 27.0)
in your army. (Core Rules, 1.0) summoned by a Priest. (Magic, 7.0)
Monster: A unit keyword.
general: You must pick 1 Hero jump down: Models can move Monsters are large and imposing
in your army to be your general. directly down through the air from units, often consisting of a single
Certain rules will interact with your a terrain feature to the battlefield. model that can have a large impact
general. (Army Composition, 3.2) They can do so any distance, but it all by itself.
ends their move (Core Rules, 15.2.1)
mortal damage: If mortal damage
is inflicted, just add that many
damage points to the damage pool.
(Core Rules, 17.2)

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)

return slain model: Set up model


that was slain, in coherency with its
unit and with no damage points
allocated to it. Only set up in combat
if its unit is already in combat.
(Core Rules, 22.0)
62
roll off: Each player rolls a D6; slain by: A model is said to have territory (within/wholly within):
player who rolls highest wins. If been slain by a unit when an attack A unit is within a territory if any
tied, keep rolling off until there is a made by or an ability used by that part of the base of any model in the
winner. (Core Rules, 2.2) unit caused that model to be slain. unit is within that territory. A unit
is wholly within a territory if all
Run: Roll D6 and add to unit’s Standard Bearer: Add 1 to the parts of the bases of all models in
Move, then move unit up to that control score of units with any the unit are within that territory.
distance. Prevents unit from using standard bearers. (Command (Core Rules, 9.1.2)
Shoot or Charge later in turn. Models, 3.0)
(Core Rules, 14.1) token: Tokens are not considered
straight line: If a rule asks you to models for rules purposes.
Save characteristic: The number draw a line between two points, it Their main purpose is to act as
you need to equal or beat to make is assumed to be an imaginary line reminders for persisting effects
a successful save roll for the unit. 1mm wide. that apply to specific units. They
Attacks that are saved do not inflict are otherwise ignored and can be
damage points. (Core Rules, 4.0) Strike-first: Units with this freely moved if they get in the way.
keyword use Fight abilities before (Core Rules, 23.0)
save roll modifiers: Save roll units that don’t have this keyword.
modifiers are capped at +1 but there If both players have units with timing: The part of an ability
is no negative cap. (Core Rules, 17.1) Strike-first, they alternate that specifies when it can be used.
fighting with those units before Usually appears as a colour-
set up: When setting up a unit, all other units get to fight, starting coded bar at the top of the ability.
models in the unit must be set up, with the active player. After those (Core Rules, 5.2)
otherwise the ability cannot be used. units have fought, the active player
A unit set up on the battlefield in a chooses the next unit to fight. turns: Each battle round consists
phase other than the deployment (Core Rules, 19.0) of 2 turns (1 for each player), each
phase cannot use Move abilities comprising 7 phases. The player
in the movement phase of the same Strike-last: Units with this whose turn is taking place is the
turn. (Special Rules, 24.0) keyword use Fight abilities active player. (Core Rules, 11.0)
after all units that don’t have this
Shoot: Attack with ranged weapons. keyword. If both players have units Unbind: Reaction to a SPELL ability.
Units cannot shoot if they are in with Strike-last, they alternate Make an unbinding roll of 2D6. If
combat. (Core Rules, 14.2) fighting with those units after all the roll beats the casting roll, the
other eligible units have fought, SPELL ability fails. (Magic, 4.0)
Shoot in Combat: Weapon ability. starting with the active player.
Weapon can be used to make (Core Rules, 19.0) underdog: Player with fewest victory
shooting attacks even if attacking points. If tied, there is no underdog
unit is in combat. (Core Rules, 20.0) summon: Manifestations are for that battle round. (Core Rules,
summoned to the battlefield using 12.0)
spell: A special type of ability that the spell or prayer on their warscroll.
can only be used by Wizards. (Magic, 7.0) Unique: A unit with this keyword
(Magic, 2.0) can only be included in your army
Tactical Gambit: You must use once. (Army Composition, 3.4)
spell lore: If taken, all eligible this ability at the start of your turn
Wizards in your army know in order to attempt a battle tactic. unique enhancements: Special types
the spells from that lore. (Army (Battle Tactics, 2.0) of enhancement that some factions
Composition, 4.2) have access to. They will be
target (attacks): You must declare accompanied by rules that tell you
slain: A model in a unit is slain the targets of all the attacks you are which units can be given them.
each time the number of damage making with a unit before following
points allocated to the unit equals the attack sequence for those units: A group of models that move
its Health characteristic. Each time attacks, and you can split attacks and fight together. An army is made
a model is slain, the number of freely between eligible target units. up of a number of units. Each unit
damage points allocated to the unit (Core Rules, 16.0) has a warscroll that details its
resets to 0. If there are still damage characteristics and abilities.
points in the damage pool, keep terrain features: Models that
allocating them and removing slain reflect the battlefield environment. used: An ability has been used
models until there are no damage They often have their own rules. once it has been declared, whether
points left. (Core Rules, 18.2) (Terrain, 1.0) or not its effect was successfully
resolved. (Core Rules, 5.2)

Unstable: Models can move across


but cannot be set up on or end a
move on parts of this terrain feature
taller than 1". (Terrain, 1.2)
63
visible: An observing model can weapon ability: A passive ability within (model): model x is within
see a target model if you could that affects attacks made with a specified distance of y if any part
draw a straight line from any point the weapon that has the ability. of model x’s base is within that
on the observing model to the (Core Rules, 20.0) distance of y.
target model without it crossing
any objects except other models wholly on a terrain feature: A unit within (unit): unit x is within a
in the observing model’s unit. A is wholly on terrain if all parts of specified distance of y if any part
model is always visible to itself. the bases of all models in the unit of the base of any model in unit x is
(Core Rules, 6.0) are on the same terrain feature. within that distance of y.
(Terrain, 1.1)
Ward: Before you allocate an Wizard: Unit that can use spells
inflicted damage point to a unit that wholly within (model): model x is (Magic, 1.0)
has this keyword, you can make wholly within a distance of y if every
a ward roll. If the result equals or part of model x’s base is within that wound roll modifiers: Add up all
beats the number in brackets after distance of y. modifiers to a wound roll and cap
Ward, that damage point is negated at +1 if the result is a positive value
and ignored. (Core Rules, 18.1) wholly within (unit): unit x is or -1 if the result is a negative value.
wholly within a distance of y if every (Core Rules, 17.1)
warscroll: Every unit has a part of all the bases of all the models
warscroll, which includes vital in unit x is within that distance of y. Your (…) Phase: Timing. Only the
information that determines active player can use abilities with
the unit’s capabilities in battle. this timing. (Core Rules, 13.0)
(Core Rules, 4.0)

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.

Scenery Pieces Per


Terrain Feature Terrain Type Size
Terrain Feature
Arcane Ruins Obstacle 1-3 Small-Large
Awakened Wyldwood Faction Terrain 1-3 Small-Large
Azyrite Ruined Chapel Obstacle 1-2 Small-Large
Azyrite Ruins Obstacle 2 Small-Large
Azyrite Shattered Plaza Obstacle 1-2 Small-Large
Bad Moon Loonshrine Faction Terrain 1 Medium
Baleful Realmgate Place of Power 1 Small
Barbed Venomgorse Obstacle 1-3 Small-Large
Bone-tithe Nexus Faction Terrain 1 Large
Chaos Dreadhold Crucible Area Terrain 1 Large
Chaos Dreadhold Helfort Area Terrain 1 Small
Chapel Place of Power 1 Small
Charnel Throne Faction Terrain 1 Small
Cleansing Aqualith Place of Power 1 Medium
Corpsewrack Mausoleum Obstacle 1-3 Small-Large
Deathknell Watch Obscuring Terrain 1 Medium
Domicile Shell Obstacle 1 Small
Dominion of Sigmar:
Area Terrain 1 Large
Hallowed Stormthrone
Dominion of Sigmar:
Area Terrain 1 Large
Shattered Temple
Dominion of Sigmar:
Obstacle 1-3 Small
Timeworn Ruins (ruins)
Dominion of Sigmar:
Obstacle 1 Small
Timeworn Ruins (statue of Sigmar)
Dragonfate Dais Place of Power 1 Medium
Dreadfire Portal Place of Power 1 Medium
Dreadstone Blight Obscuring Terrain 1 Large
Enduring Stormvault Area Terrain 1 Large
Eternity Stair Place of Power 1 Small
Fane of Slaanesh Faction Terrain 1 Small
Feculent Gnarlmaw Faction Terrain 1 Small
Fortified Manor Obstacle 1 Large
Garden of Morr Obstacle 1-3 Small
Gloomtide Shipwreck Faction Terrain 1-2 Small
Gnarlwood Watchcamp Obstacle 1-3 Small
Gnawhole Faction Terrain 1 Small
Great Mawpot Faction Terrain 1 Medium
Guardian Idol Obstacle 1 Small
Herdstone Faction Terrain 1 Small
Magewrath Throne Place of Power 1 Small

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

Guardian Idol Cleansing Aqualith


Obstacle Place of Power
66

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