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Warhammer Age of Sigmar 3rd Edition Rules

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0% found this document useful (0 votes)
147 views6 pages

Warhammer Age of Sigmar 3rd Edition Rules

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

v1

Aug 2022

Game: WARHAMMER: AGE OF SIGMAR (3rd edition)


Publisher: Games Workshop (2015)

Page 1: Rules summary front


Page 2: Rules summary back
Page 3: Play reference x2 front
Page 4: Play reference x2 back
HERO PHASE COMMAND ABILITIES COMBAT PHASE
At the Double: You can use this command ability after you declare
Starting with the player whose turn it is, each player may pick 1 that a friendly unit will run; that unit must receive the command. Starting with the player whose turn it is, players alternate picking
hero to perform a heroic action, and each player receives 1 CP if Instead of making a run roll, add 6" to that units MOVE in that a friendly unit. When it is your turn to pick, you must either pick 1
their general is on the battlefield. phase. The unit is still considered to have run. eligible unit to fight or you must pass. A unit is eligible if it is within
You can cast spells with friendly wizards, chant prayers and 3" of an enemy unit and it has not fought in that phase, or if it
SETUP Redeploy: You can use this command ability in the enemy made a charge move that turn and has not fought in that phase.
banish invocations with friendly priests, and both wizards and
movement phase after an enemy unit finishes a normal move, run You cannot pass if there is a friendly unit that is eligible to fight.
Choose open, narrative, or matched play. Choose a battleplack priests may attempt to dispel endless spells. In the enemy hero
or retreat. The unit that receives the command must be within 9"
and follow its instructions. Prepare the battlefield, place terrain, phase you can use friendly wizards to unbind spells. After picking a unit to fight, you can first make a pile in move of up
of that enemy unit and more than 3" from all enemy units. You can
and deploy your armies. to 3" with each model in the unit, ensuring the model finishes the
COMMAND ABILITY make a D6" move with your unit, but must finish the move more
When you set up a reserve unit, tell your opponent it is in reserve than 3" from all enemy units and cannot shoot later in the turn. move no further from the nearest enemy unit than it was at the
Rally: You can use this command ability at the start of this phase. start of the move. Then you must make combat attacks with each
and set it up to one side. At the start of the 4th battle round,,
The unit that receives this command must be more than 3" from model that is within range of an enemy model.
units still in reserve are destroyed. Units cannot cast spells or use
all enemy units. Roll D6 for each slain model in the unit; for each SHOOTING PHASE
abilities while in reserve unless specifically stated otherwise. If you pass, you do nothing, and the option to fight or pass goes
6, you can return 1 slain model to the unit. Pick a friendly unit and make shooting attacks with as many of
back to your opponent. If both players pass in succession, the
BASICS HEROIC ACTIONS its models as you wish. Then do the same for the other units in
combat phase ends (unless some units have strike-last effects).
your army you wish to shoot with. Units that have run or retreated
Each player is the commander of an army, made up of 1 or more Heroic Leadership: Pick 1 friendly hero and roll D6, adding 2 if
cannot shoot in the same turn.
factions. Models from your army are friendly models, and models your general has been slain. On 4+, you receive 1 CP that can only BATTLESHOCK PHASE
from your opponent’s army are enemy models. If an effect doesn’t be spent during that turn to allow that hero to issue a command. A unit that is within 3" of any enemy units can only target enemy
units that are within 3" of it. A unit can shoot at an enemy unit Both players must take a battleshock test for each friendly unit
specify friendly or enemy targets, it affects both. Heroic Willpower: Pick 1 friendly hero that is not a wizard. that had models slain that turn. The first player whose turn it is
that is within 3" of another friendly unit without penalty.
Models fight in units a group of models that use the same If it is the enemy hero phase, that hero may attempt to unbind takes all their tests first, followed by their opponent.
warscroll. Some models can be in formations called warscroll 1 spell as if they were a wizard. If it is your hero phase, that hero Look Out, Sir! Subtract 1 from hit rolls made for missile weapons
may attempt to dispel 1 endless spell in that phase as if they were if the target is an enemy HERO within 3" of an enemy unit that has Make a D6 battleshock roll for each such unit, adding the number
battalions. Your army can include 1 endless spell for each of models from the unit that were slain. If the roll is greater than
wizard and 1 invocation for each priest, as well as 1 faction
a wizard (you can still only attempt to unbind or dispel the same 3+ models. This rule does not apply if the hero has 10+ WOUNDS.
spell or endless spell once in the same phase). the unit’s BRAVERY, the test has failed. For each point by which
terrain feature. Choose 2 model to be your general. the roll exceeds the unit’s BRAVERY, 1 model in that unit must
Their Finest Hour: Pick 1 friendly hero and add 1 to wound rolls CHARGE PHASE flee. You decide which models flee: remove them from play.
Units must be set up and finish every move as a single coherent
group. A unit with 2-5 models must have all models within 1" for their attacks and add 1 to save rolls for attacks that target that Pick a friendly unit within 12" of an enemy unit to attempt a
hero, until the end of that turn. You cannot carry out this heroic If a friendly unit is not coherent at the end of a turn, you must
horizontally and 6" vertically of at least 1 other model in the unit. charge. Then do the same with other eligible units in your army
action with the same hero more than once in the same battle. remove models in it from play, one at a time, until it is coherent.
A unit with 6+ models must have all models within 1" horizontally until you have attempted a charge with as many units as you wish.
and 6" vertically of at least 2 other models in the unit. Heroic Recovery: Pick 1 friendly hero and make a 2D6 heroic A unit cannot attempt a charge more than once in a phase. A unit COMMAND ABILITY
recovery roll. If the roll is less than the hero’s BRAVERY, they can cannot attempt a charge if it ran or retreated this turn, or if it is Inspiring Presence: You can use this command ability at the start
To make a roll-off, each player rolls a dice, and whoever rolls
heal up to D3 wounds. If it is equal, they can heal 1 wound. within 3" of an enemy unit. of this phase. The unit that receives this command does not have
highest wins. Neither player may re-roll or modify any of the dice.
On a tie, roll-off again. Make a 2D6 charge roll for the unit (you do not have to pick a to take battleshock tests in that phase.
MOVEMENT PHASE target). Each model in the unit can charge move a number of
To make a re-roll, roll the dice used for the roll again. You must re- END OF THE BATTLE ROUND
inches up to the charge roll. The first model you move in the
roll all of the dice used for the roll. You cannot re-roll a dice more You may pick 1 friendly unit more than 3" from all enemy units
unit must finish the move within ½" of an enemy unit. If that’s
than once, and modifiers are applied after re-rolls. and declare it will make a normal move or run, or you can pick The end of the battle round is reached once the battleshock
impossible, no models in the unit can make a charge move.
1 friendly unit within 3" of an enemy unit and declare that it will phase of the player taking the second turn has finished. Check
You can measure distances whenever you wish. Distances are retreat. Once you have moved that unit, you can do the same for COMMAND ABILITIES battlepack victory conditions. Any CPs remaining at the end of a
measured in inches, between the closest points of the bases of the other units in your army. A unit may not be chosen twice. Forward to Victory: You can use this command ability after you round are lost and a new battle round begins.
the models. If a model does not have a base, measure to and from
the closest point of that model instead. When measuring between Normal move: Move each model in the unit up to their MOVE in make a charge roll for a friendly unit. That unit must receive the
units, always use the closest model from each unit. A model is inches. The unit cannot move within 3" of an enemy unit. command. You can re-roll the charge roll for that unit. ATTACKING
wholly within a distance if all of its base (or all the bases of a unit) Retreat: Move each model in the unit up to their MOVE in inches. Unleash Hell: You can use this command ability after an enemy When you shoot or fight with a unit, it makes attacks with all the
is within that distance. The unit must end the move more than 3" from all enemy units. unit finishes a charge move. The unit that receives the command weapons it is armed with as listed on its warscroll. Pick the target
You cannot shoot or charge later in the turn with this unit. must be within 9" of that enemy unit and more than 3" from all unit(s) for all the attacks before you make any. Only enemy units
GAME STRUCTURE enemy units. The unit can shoot, but you must subtract 1 from its can be chosen. Then make the attacks in the order you wish.
Run: Make a D6 run roll, then move each model in the unit up to
hit rolls and it can only target the unit that made the charge move. Shooting attacks can be made with any of the missile weapons
A battle is fought in battle rounds, each split into 2 turns, one for their MOVE plus the result in inches. No part of a run can be within
each player. On your turn, perform the 6 phases in sequence. 3" of an enemy unit. You cannot shoot or charge later in the turn MONSTROUS RAMPAGE the models are armed with that they are allowed to use (including
with this unit. those used by mounts). The target must be within a number of
At the start of each battle round, players make a priority roll. Roll At the end of the charge phase, each player can carry out 1
inches of the attacking model equal to the weapon’s RANGE,
off, and the winner has priority and decides who takes the first To move a model, trace a path showing the route it will travel, monstrous rampage with each friendly monster. The player
measured to the closest visible model in the target unit. Models
turn. On a tie, on the first round the player that finished deploying up to the distance the model can move in any direction, but not whose turn it is completes their rampages first, followed by their
can see through other models in their unit. Missile weapons with
their army first has priority; otherwise, the player who went first in across other models or the edge of the battlefield. Then move opponent. The same player cannot carry out the same monstrous
a minimum range cannot target units that are wholly within the
the last round has priority. the model along the path, pivoting it freely. After you have moved rampage more than once per phase.
minimum range.
all the models in a unit, it must be coherent (if it is impossible Roar: Pick 1 enemy unit within 3" of this model and roll D6. On
The player taking the first turn receives 1 command point (CP),
for it to be so, you cannot move it). You can also choose for a Combat attacks can be made with all of the melee weapons the
and the other player receives 2 CPs. 3+, that unit cannot issue or receive commands in the following
unit to remain stationery, in which case none of its models are models are armed with that they are allowed to use (including
combat phase.
COMMAND ABILITIES considered to have made a move. those used by mounts).The target must be within a number of
Stomp: Pick 1 enemy unit within 3" of this model that is not a inches of the attacking model equal to the weapon’s RANGE, but
To use a command ability, spend 1 CP, pick 1 friendly model to When you move a model, you can trace its path over terrain monster and roll D6. On 2+, that unit suffers D3 mortal wounds. does not have to be visible.
issue the command, and pick 1 friendly unit to receive it. Unit features but not through them; following the path along the
champions can issue commands to their own unit. heroes can surfaces but with its base staying parallel of the battlefield. When Titanic Duel: Pick 1 enemy monster within 3" of this model. Add 1 The number of attacks you make with a weapon is equal to its
issue commands to units wholly within 12", generals to units a model jumps directly down from a feature, the distance it drops to hit rolls for attacks made by this model that target that enemy ATTACKS. Make the attacks one at a time, unless you are making
wholly within 18", and totems to units wholly within 18". down counts towards the distance moved monster until the end of the following combat phase. combined attacks. If the weapon has an ATTACKS of more than 1,
A model cannot issue more than 1 command in the same phase, you can split the attacks between target units.
If a model can Fly, you can ignore other models or terrain features Smash to Rubble: Pick 1 faction terrain feature or defensible
and a unit cannot receive more than 1 in the same phase. You when you trace your path, and can trace it through the air. A flying terrain feature within 3" of this model and roll D6. On 3+ the If a model has 2 of the same weapon, the ATTACKS for the weapon
cannot use the same command ability more than once in the model cannot finish a move on top of another model, or finish a feature is demolished it it was defensible, and its scenery rules will already take the extra weapon into account, or the model will
same phase. normal move, run or retreat within 3" of an enemy unit. cannot be used for the rest of the battle if it was a faction feature. have an ability that represents the dual -wielding.
You can make combined attacks if all of the attacks are made by Heal wounds: For each wound that is healed, reduce the number ENDLESS SPELLS At the start of your hero phase, you can attempt to banish 1
models from the same unit, with the same type of weapon, against of wounds allocated to the model by 1, to a minimum of 0. You You can also attempt to summon 1 endless spell with each invocation with each friendly priest. instead of chanting a prayer
the same target unit, and with the same re-rolls and modifiers. If cannot heal wounds on a slain model. friendly wizard. This counts as 1 of the spells your wizard with that priest. The same player cannot attempt to banish the
this is the case, make all of the hit rolls at the same time, then all is allowed to cast. When the spell is successfully cast and not same invocation more than once per phase.
Mortal wounds: Do not make hit, wound or save rolls for mortal
of the wound rolls, and finally all of the save rolls. unbound, set up the endless spell as described on its warscroll.
wounds. Instead, the damage inflicted is equal to the number of Pick 1 invocation within 48" of a friendly priest and visible to
ATTACK SEQUENCE mortal wounds that were caused. Allocate any mortal wounds If it is impossible to set up, the casting attempt is unsuccessful. them and make a D6 banishment roll. If the roll is greater than the
In some cases, you can resolve all of the attacks made by the at the same time as wounds caused by the unit’s attacks, after At the start of the hero phase, each player may attempt to dispel invocation’s answer value, it is banished and removed from play. It
same type of weapon at the same time. all of the unit’s attacks have been made. Mortal wounds caused 1 endless spell with each friendly wizard and priest. The cannot be summoned again in the same turn.
at other times are allocated as soon as they are caused. Mortal player whose turn it is makes all of their attempts first. If a wizard An invocation cannot be attacked or affected by abilities. You
1. Hit Roll: Roll D6. If the roll equals or beats the attacking wounds are allocated in the same manner as wounds and are attempts to dispel an endless spell, they can attempt to cast or can move models across or through them, but you cannot finish
weapon’s TO HIT, it scores a hit and you must make a wound treated in the same way. unbind 1 fewer spell in their hero phase. If a priest attempts to a move on one. An invocation remains in play until it is removed
roll. If not, the attack fails and the attack sequence ends.
dispel an endless spell, they can chant 1 fewer prayer in that from play if it is banished, or touches the edge of the battlefield
A natural roll of 1 always fails, and a natural roll of 6 always
hits. A hit roll can never be modified by more than +1 or -1.
OBJECTIVES hero phase. The same player cannot attempt to dispel the same after it is moved, or a method on its warscroll or in an allegiance
endless spell more than once per phase. ability is used to remove it from play.
Objectives are indicated with a suitable objective marker.
2. Wound Roll: Roll D6. If the roll equals or beats the attacking
Measure distances to and from them from the marker’s centre. Pick 1 endless spell within 30" of a friendly wizard or priest and
weapon’s TO WOUND, the attack wounds the target and your TERRAIN
Always set them up as close to the battlefield surface as possible. visible to them and make a 2D6 dispelling roll. If the roll is greater
opponent must make a save roll. If not, the attack fails and
than the endless spell’s casting value, it is dispelled and removed A unit is wholly on terrain if its no part of its base (or the model, if
the attack sequence ends. A natural roll of 1 always fails, and After setup but before the first battle round begins, each player
from play. It cannot be summoned again in the same turn. it has no base) extends beyond the feature’s edge. A target unit is
a natural roll of 6 always wounds. A wound roll can never be gains control of all objectives that are within 6" of any friendly
modified by more than +/-1. models and more than 6" from all enemy models. At the end of An endless spell cannot be attacked or affected by abilities. You behind terrain if it is more than 3" from the attacking unit, all of its
each turn, after the battleshock phase), check to see if you have can move models across or through them, but you cannot finish models are within 1" of the feature, and the attacker cannot draw
3. Save Roll: Your opponent rolls D6, modifying the roll by the
gained control of any objectives: count the number of friendly a move on one. a straight line between the closest models in both units without
attacking weapon’s REND. If the roll equals or beats the target
models contesting each objective. You gain control of an objective that line passing across the feature.
unit’s SAVE, the target is saved and the attack sequence ends. An endless spell remains in play until it is removed from play if it is
If not, the attacks is successful and you must determine the if there are more friendly models contesting it than enemy models. Scatter terrain is decorative terrain that can be ignored when
dispelled, or touches the edge of the battlefield after it is moved,
damage inflicted on the target unit. A natural roll of 1 always Once you gain control of an objective, it remains under your moving, attacking, or checking visibility.
or a method on its warscroll is used to remove it from play.
fails. A save roll can never be modified by more than +1. control until your opponent gains control of it.
Predatory endless spells are moved at the end of the hero phase. A target unit is in cover if all of its models are wholly on a terrain
4. Damage: Each successful attack inflicts damage on the target A model must be within 6" of an objective to contest it. If a If either player has abilities that can be used at the end of the hero feature or behind a terrain feature. Add 1 to save rolls for attacks
unit equal to the DAMAGE characteristic of the weapon used. friendly unit could contest 2 or more objectives, choose which one phase, they must be used after all predatory endless spells have that target a unit in cover. A unit with WOUNDS of 10 or more or
the models from that unit are contesting. Each monster counts been moved. A predatory endless spell within 30" of the model that has made a charge move in the same turn does not receive
Once all of your unit’s attacks have been made, total the damage as 5 models, and each model with WOUNDS of 5 or more that is that summoned it is controlled by that model. A wizard can the benefit of being in cover.
inflicted on each target unit. The player commanding each not a monster counts as 2 models.
target unit allocates a number of wounds to that unit equal to the control 1 predatory endless spell per hero phase (pick 1 if there Defensible terrain features can be garrisoned. A model cannot
damage that was inflicted on it. Once all the damage inflicted by a Defensible terrain features are controlled by the player who has are more than 1). Otherwise the predatory endless spell is wild. move over them unless it can fly, and no model may be moved on
unit’s attacks has been allocated, its attacks have been resolved. units garrisoning it, and other features are controlled in the way The player whose turn it is moves all the predatory endless spells them unless it is garrisoning the feature.
way as an objective, except that friendly models must be within 3" controlled by friendly wizards; then their opponent does the
COMMAND ABILITIES Large (12-19" and across at its widest point) and very large
of a part of the feature (instead of within 6" of the centre) same. Then, starting with the player whose turn it is, the players (more than 19" across at its widest point) terrain features can be
Command abilities that affect an attack must be used before its
alternate picking 1 wild predatory endless spell to move, until all garrisoned by more models, and count as 2 or 4 terrain features
attack sequence has started. WIZARDS have been moved. You must pick 1 if able, and cannot pick 1 that respectively when setting up terrain.
All-out Attack: You can use this command ability when you pick a has already moved this phase.
SPELLS Wyldwoods conceal targets within them. Visibility between 2
friendly unit to shoot in your shooting phase or fight in the combat
Each friendly wizard can attempt to cast spells they know in When you pick a wild predatory endless spell to move, you are its models is blocked if a straight line 1mm wide drawn between
phase. That unit must receive the command. Add 1 to hit rolls for
your hero phase and unbind spells in the enemy hero phase. commanding player until the end of the next hero phase. All other them passes across more than 3" of the wood. Visibility to and
attacks made by that unit until the end of that phase.
endless spells are controlled by the player that summoned them. from models with WOUNDS of 10 or more is not blocked.
All-out Defence: You can use this command ability when a friendly If a wizard unit has more than 1 model, it counts as 1 wizard
for rules purposes; pick 1 model in the unit to cast or unbind with, GARRISONS
unit is picked as the target of an attack in the shooting or combat
determining range and visibility from that model.
PRIESTS Up to 60 models can garrison a very large terrain feature, up to
phase. That unit must receive the command. Add 1 to save rolls
for attacks that target that unit until the end of that phase. PRAYERS 30 a large feature, and up to 15 other defensible features. Models
You cannot cast the same spell more than once in the same hero
Each friendly priest can chant 1 prayer they know in your hero with WOUNDS of 10 or more cannot garrison terrain features.
phase, even with a different wizard. Pick a friendly wizard,
WOUNDS phase. You cannot chant the same prayer more than once in the
declare which spell they are attempting to cast, and make a 2D6 During deployment, a friendly unit can be set up in a garrison if
Wounds are allocated to the models in a unit 1 wound at a time. casting roll. If the roll is equal to or greater than the spell’s casting same hero phase, even with a different priest. Pick a friendly the feature is wholly within a legal deployment area. Also a friendly
You can allocate the wounds caused to your units as you see value, it is successfully cast. On a natural 2, the spell is miscast; it priest, declare which prayer they chanting, and make a D6 unit can can garrison a terrain feature instead of making a normal
fit. However, once you allocate a wound to a model, you cannot is not successfully cast, the caster suffers D3 mortal wounds, and chanting roll. If the roll is equal to or greater than the spell’s move if all of its models are within 6" of the feature, and no enemy
allocate wounds to other models in the unit until that model is the caster cannot attempt to cast any more spells that phase. answer value, it is answered. On a natural 1, the priest suffers models are in the garrison (even if it is within 3" of the enemy).
slain. If a unit is destroyed, all wounds that remain to be allocated divine wrath; the prayer is not answered and the priest suffers 1
to it are negated. If the spell is successfully cast, your opponent can pick 1 of their mortal wound. Units that garrison a terrain feature are removed from the
wizards within 30" of the caster and make 2D6 unbinding roll. If battlefield and are assumed to be ‘inside’ the terrain feature.
Once the number of wounds allocated to a model equals its the roll is greater than the roll used to cast the spell, the spell is All priests know these spells in addition to the prayers on their Friendly units must treat terrain features garrisoned by enemy
WOUNDS, it is slain and you cannot allocate any more wounds to warscroll and the invocations of their army:
unbound and its effect not applied. Only 1 unbinding attempt can units as if they were enemy models.
it. The model is removed from play after all wounds caused to its be made for each spell.
unit have been allocated and all attacks inflicting damage on the Bless: Answer value 5. If answered, pick 1 friendly unit wholly Subtract 1 from hit rolls and add 1 to save rolls for attacks that
unit have been resolved. All wizards know these spells in addition to the spells on their within 12" of the chanter and visible to them. Until the start of target a unit in a garrison. Determine range and visibility to and
warscroll and the endless spells of their army: your next hero phase, that unit has a ward of 6+. from the models using the terrain feature instead of the models.
If you are allowed to return models to a unit, set them up, one at a
time, within 1" of a model from their unit that was not returned to Arcane Bolt: Casting value 5. If cast, at the start of any 1 phase Smite: Answer value 2. If answered, pick 1 enemy priest within A friendly unit in a garrison can leave it at the end of your
it earlier in the phase. Slain models can only be set up within 3" of before your next hero phase, you can pick 1 enemy unit within 48" of the chanter and visible to them to suffer 1 mortal wound. If movement phase. Set it up so that all models in the unit are within
an enemy unit if a model in their unit was not returned to the unit 12" of the caster and visible to them. That unit suffers 1 mortal the chanting roll was 6+, they suffer D3 mortal wounds instead. 6" of the terrain feature and more than 3" from all enemy units. A
in the same phase is already within 3" of that enemy unit. wound. If that unit is within 3" of the caster, it suffers D3 mortal INVOCATIONS unit cannot join and leave a garrison in the same turn.
wounds instead.
Wards: These abilities allow you to roll dice to negate a wound You can also attempt to summon 1 invocation with each friendly When a defensible terrain feature is demolished, all units in it
before it is allocated. Up to 1 ward roll can be made for each Mystic Shield: Casting value 5. If cast, pick 1 friendly unit wholly priest. When the prayer is answered, set up the invocation as must leave and it is no longer defensible. Roll D6 for each model
wound or mortal wound before it is allocated. If successful, the within 12" of the caster and visible to them. Add 1 to save rolls for described on its warscroll. If it is impossible to set up, the prayer in the garrison: on 1, it is slain. Set up surviving models within 6"
wound or mortal wound is negated it has no effect on the model. attacks that target that unit until your next hero phase. is not answered. of the terrain feature and more than 3" from all enemy units.
that receives the command must be within 9" of that enemy that receives the command must be within 9" of that enemy
unit and more than 3" from all enemy units. You can make a unit and more than 3" from all enemy units. You can make a
D6" move with your unit, but must finish the move more than 3" D6" move with your unit, but must finish the move more than 3"
from all enemy units and cannot shoot later in the turn. from all enemy units and cannot shoot later in the turn.

GAME STRUCTURE SHOOTING PHASE GAME STRUCTURE SHOOTING PHASE


Players make a priority roll. The winner has priority and decides Pick a friendly unit and make shooting attacks with as many Players make a priority roll. The winner has priority and decides Pick a friendly unit and make shooting attacks with as many
who takes the first turn. The player taking the first turn receives of its models as you wish. Then do the same for the other units who takes the first turn. The player taking the first turn receives of its models as you wish. Then do the same for the other units
1 command point (CP), and the other player receives 2 CPs. in your army you wish to shoot with. Units that have run or 1 command point (CP), and the other player receives 2 CPs. in your army you wish to shoot with. Units that have run or
retreated cannot shoot in the same turn. A unit that is within 3" retreated cannot shoot in the same turn. A unit that is within 3"
Command ability: Spend 1 CP, pick 1 friendly model to issue Command ability: Spend 1 CP, pick 1 friendly model to issue
of any enemy units can only target enemy units within 3" of it. of any enemy units can only target enemy units within 3" of it.
the command, and pick 1 friendly unit to receive it. Champions the command, and pick 1 friendly unit to receive it. Champions
can issue commands to their own unit, heroes to units wholly Look Out, Sir! Subtract 1 from hit rolls made for missile weapons can issue commands to their own unit, heroes to units wholly Look Out, Sir! Subtract 1 from hit rolls made for missile weapons
within 12", generals 18, and totems 18". if the target is an enemy HERO within 3" of an enemy unit that within 12", generals 18, and totems 18". if the target is an enemy HERO within 3" of an enemy unit that
has 3+ models. Does not apply if he hero has 10+ WOUNDS. has 3+ models. Does not apply if he hero has 10+ WOUNDS.
HERO PHASE HERO PHASE
CHARGE PHASE CHARGE PHASE
Each player may pick 1 hero to perform a heroic action, and Each player may pick 1 hero to perform a heroic action, and
each player receives 1 CP if their general is on the battlefield. Pick a friendly unit within 12" of an enemy unit to attempt a each player receives 1 CP if their general is on the battlefield. Pick a friendly unit within 12" of an enemy unit to attempt a
charge. Then do the same with other eligible units in your army. charge. Then do the same with other eligible units in your army.
You can cast spells with friendly wizards, chant prayers and You can cast spells with friendly wizards, chant prayers and
A unit cannot charge if it ran or retreated this turn, or if it is A unit cannot charge if it ran or retreated this turn, or if it is
banish invocations with friendly priests, and both wizards and banish invocations with friendly priests, and both wizards and
within 3" of an enemy unit. within 3" of an enemy unit.
priests may attempt to dispel endless spells. In the enemy hero priests may attempt to dispel endless spells. In the enemy hero
phase you can use friendly wizards to unbind spells. Each model in the unit can charge move a number of inches up phase you can use friendly wizards to unbind spells. Each model in the unit can charge move a number of inches up
to a 2D6 charge roll. The first model you move in the unit must to a 2D6 charge roll. The first model you move in the unit must
COMMAND ABILITY COMMAND ABILITY
finish the move within ½" of an enemy unit. finish the move within ½" of an enemy unit.
Rally: You can use this command ability at the start of this Rally: You can use this command ability at the start of this
phase. The unit that receives this command must be more than COMMAND ABILITIES phase. The unit that receives this command must be more than COMMAND ABILITIES
3" from all enemy units. Roll D6 for each slain model in the unit; Forward to Victory: Use this command ability after you make a 3" from all enemy units. Roll D6 for each slain model in the unit; Forward to Victory: Use this command ability after you make a
for each 6, you can return 1 slain model to the unit. charge roll for a friendly unit. You can re-roll its charge roll. for each 6, you can return 1 slain model to the unit. charge roll for a friendly unit. You can re-roll its charge roll.
HEROIC ACTIONS Unleash Hell: Use this command ability after an enemy unit HEROIC ACTIONS Unleash Hell: Use this command ability after an enemy unit
Pick 1 friendly hero and: finishes a charge move. The unit that receives the command Pick 1 friendly hero and: finishes a charge move. The unit that receives the command
must be within 9" of that unit and more than 3" from all enemy must be within 9" of that unit and more than 3" from all enemy
Heroic Leadership: Roll D6, adding 2 if your general has been Heroic Leadership: Roll D6, adding 2 if your general has been
units. The unit can shoot, but subtract 1 from its hit rolls and it units. The unit can shoot, but subtract 1 from its hit rolls and it
slain. On 4+, you receive 1 CP that can only be spent during that slain. On 4+, you receive 1 CP that can only be spent during that
can only target the unit that made the charge move. can only target the unit that made the charge move.
turn to allow that hero to issue a command. turn to allow that hero to issue a command.
Heroic Willpower: If the hero is not a wizard and it is the MONSTROUS RAMPAGE Heroic Willpower: If the hero is not a wizard and it is the MONSTROUS RAMPAGE
enemy hero phase, they may attempt to unbind 1 spell as if they At the end of the charge phase, each player can carry out 1 enemy hero phase, they may attempt to unbind 1 spell as if they At the end of the charge phase, each player can carry out 1
were a wizard. If it is your hero phase, that hero may attempt to monstrous rampage with each friendly monster. were a wizard. If it is your hero phase, that hero may attempt to monstrous rampage with each friendly monster.
dispel 1 endless spell in that phase as if they were a wizard. Roar: Pick 1 enemy unit within 3" and roll D6. On 3+, that unit dispel 1 endless spell in that phase as if they were a wizard. Roar: Pick 1 enemy unit within 3" and roll D6. On 3+, that unit
Their Finest Hour: Add 1 to wound rolls for their attacks and cannot issue or receive commands in the combat phase. Their Finest Hour: Add 1 to wound rolls for their attacks and cannot issue or receive commands in the combat phase.
add 1 to save rolls for attacks that target that hero, until the Stomp: Pick 1 enemy unit within 3" that is not a monster and add 1 to save rolls for attacks that target that hero, until the Stomp: Pick 1 enemy unit within 3" that is not a monster and
end of that turn. You cannot carry out this heroic action with the roll D6. On 2+, that unit suffers D3 mortal wounds. end of that turn. You cannot carry out this heroic action with the roll D6. On 2+, that unit suffers D3 mortal wounds.
same hero more than once in the same battle. same hero more than once in the same battle.
Titanic Duel: Pick 1 enemy monster within 3". Add 1 to hit rolls Titanic Duel: Pick 1 enemy monster within 3". Add 1 to hit rolls
Heroic Recovery: Make a 2D6 heroic recovery roll. If the roll is for attacks made by this model that target that enemy monster. Heroic Recovery: Make a 2D6 heroic recovery roll. If the roll is for attacks made by this model that target that enemy monster.
less than the hero’s BRAVERY, they can heal up to D3 wounds. If less than the hero’s BRAVERY, they can heal up to D3 wounds. If
Smash to Rubble: Pick 1 faction/defensible terrain feature Smash to Rubble: Pick 1 faction/defensible terrain feature
it is equal, they can heal 1 wound. it is equal, they can heal 1 wound.
within 3" and roll D6. On 3+ the feature is demolished. within 3" and roll D6. On 3+ the feature is demolished.
MOVEMENT PHASE MOVEMENT PHASE
COMBAT PHASE COMBAT PHASE
Pick 1 friendly unit more than 3" from all enemy units and Pick 1 friendly unit more than 3" from all enemy units and
Starting with the player whose turn it is, players alternate Starting with the player whose turn it is, players alternate
declare it will make a normal move or run, or pick 1 friendly unit declare it will make a normal move or run, or pick 1 friendly unit
picking a friendly unit. You must either pick 1 eligible unit to picking a friendly unit. You must either pick 1 eligible unit to
within 3" of an enemy unit and declare that it will retreat. Then within 3" of an enemy unit and declare that it will retreat. Then
fight or you must pass. A unit is eligible if it is within 3" of an fight or you must pass. A unit is eligible if it is within 3" of an
do the same for the other units in your army. do the same for the other units in your army.
enemy unit and it has not fought in that phase, or if it made a enemy unit and it has not fought in that phase, or if it made a
Normal move: Move each model in the unit up to their MOVE. charge move that turn and has not fought in that phase. Normal move: Move each model in the unit up to their MOVE. charge move that turn and has not fought in that phase.
The unit cannot move within 3" of an enemy unit. The unit cannot move within 3" of an enemy unit.
You can first make a pile in move of up to 3" with each model in You can first make a pile in move of up to 3" with each model in
Retreat: Move each model in the unit up to their MOVE. The the unit. Then you must make combat attacks with each model Retreat: Move each model in the unit up to their MOVE. The the unit. Then you must make combat attacks with each model
unit must end the move more than 3" from all enemy units. You that is within range of an enemy model. unit must end the move more than 3" from all enemy units. You that is within range of an enemy model.
cannot shoot or charge later in the turn with this unit. cannot shoot or charge later in the turn with this unit.
Run: Move each model in the unit up to their MOVE plus a D6 BATTLESHOCK PHASE Run: Move each model in the unit up to their MOVE plus a D6 BATTLESHOCK PHASE
run roll. No part of a run can be within 3" of an enemy unit. You run roll. No part of a run can be within 3" of an enemy unit. You
Both players make D6 battleshock rolls for each friendly unit Both players make D6 battleshock rolls for each friendly unit
cannot shoot or charge later in the turn with this unit. cannot shoot or charge later in the turn with this unit.
that had models slain that turn, adding the number of models that had models slain that turn, adding the number of models
COMMAND ABILITIES from the unit that were slain. For each point by which the roll COMMAND ABILITIES from the unit that were slain. For each point by which the roll
At the Double: Use this ability after you declare that a friendly exceeds the unit’s BRAVERY, 1 model in that unit must flee. At the Double: Use this ability after you declare that a friendly exceeds the unit’s BRAVERY, 1 model in that unit must flee.
unit will run. Instead of making a run roll, add 6" to that units COMMAND ABILITY unit will run. Instead of making a run roll, add 6" to that units COMMAND ABILITY
MOVE in that phase. The unit is still considered to have run. MOVE in that phase. The unit is still considered to have run.
Inspiring Presence: You can use this command ability at the Inspiring Presence: You can use this command ability at the
Redeploy: Use this ability in the enemy movement phase after start of this phase. The unit that receives this command does Redeploy: Use this ability in the enemy movement phase after start of this phase. The unit that receives this command does
an enemy unit finishes a normal move, run or retreat. The unit not have to take battleshock tests in that phase. an enemy unit finishes a normal move, run or retreat. The unit not have to take battleshock tests in that phase.
ARMY BUILDING Each time you take a triumph enhancement, you can pick 1 ARMY BUILDING Each time you take a triumph enhancement, you can pick 1
triumph for your army. Each can be used only once per battle, triumph for your army. Each can be used only once per battle,
When you select a unit to be in your army, you must take and can only be used if the points total of your army is less than When you select a unit to be in your army, you must take and can only be used if the points total of your army is less than
it at the minimum unit size unless it can be taken as an that of your opponent’s army. it at the minimum unit size unless it can be taken as an that of your opponent’s army.
understrength or reinforced unit. An understrength unit is one understrength or reinforced unit. An understrength unit is one
A subfaction’s rules may give you access to a further set of A subfaction’s rules may give you access to a further set of
that has fewer models than its min size. You still have to pay its that has fewer models than its min size. You still have to pay its
allegiance abilities. If they include a command trait and your allegiance abilities. If they include a command trait and your
full cost. A reinforced unit has twice as many models as its min full cost. A reinforced unit has twice as many models as its min
general has that subfaction’s keyword, that command trait must general has that subfaction’s keyword, that command trait must
size, for double its points value. If you can include them in your size, for double its points value. If you can include them in your
be the one you give to your general. If a subfaction’s allegiance be the one you give to your general. If a subfaction’s allegiance
army, you can reinforce BATTLELINE units twice: such a unit has army, you can reinforce BATTLELINE units twice: such a unit has
abilities include an artefact of power and any heroes in your abilities include an artefact of power and any heroes in your
3 times as many models as its minimum size, for triple its points 3 times as many models as its minimum size, for triple its points
army have that subfaction’s keyword, that artefact of power army have that subfaction’s keyword, that artefact of power
value, and counts as 2 units towards the number of reinforced value, and counts as 2 units towards the number of reinforced
must be the first artefact of power given to one of those heroes. must be the first artefact of power given to one of those heroes.
units you can include. A single model cannot be reinforced. units you can include. A single model cannot be reinforced.
Units have battlefield roles which may limit how many of those UNIVERSAL ENHANCEMENTS Units have battlefield roles which may limit how many of those UNIVERSAL ENHANCEMENTS
units can be taken. A role may be changed if certain conditions Universal command traits units can be taken. A role may be changed if certain conditions Universal command traits
are met. Such a conditional role is kept for the entire battle. Battle-lust: Re-roll run rolls and charge rolls for this general. are met. Such a conditional role is kept for the entire battle. Battle-lust: Re-roll run rolls and charge rolls for this general.
If a unit is unique, you cannot include more than 1 unit of that Skilled leader: If this general is on the battlefield at the start of If a unit is unique, you cannot include more than 1 unit of that Skilled leader: If this general is on the battlefield at the start of
type in your army. The allies list details which factions you can your hero phase, roll D6. On 5+, you receive 1 extra CP. type in your army. The allies list details which factions you can your hero phase, roll D6. On 5+, you receive 1 extra CP.
take allies from, and any restrictions. Allies cannot be generals. take allies from, and any restrictions. Allies cannot be generals.
High priest: Re-roll chanting rolls for this general. High priest: Re-roll chanting rolls for this general.
Battalions are formations of specific units that give you access Battalions are formations of specific units that give you access
Heroic stature: Add 1 to this general’s WOUNDS. Heroic stature: Add 1 to this general’s WOUNDS.
to additional abilities. In a warscroll battalion, the units are to additional abilities. In a warscroll battalion, the units are
listed by unit type or keyword. In a core battalion, the units Master of magic: Once per hero phase, re-roll 1 casting spell, listed by unit type or keyword. In a core battalion, the units Master of magic: Once per hero phase, re-roll 1 casting spell,
are listed by unit icon, and are either mandatory or optional. dispelling roll, or unbinding roll for this general. are listed by unit icon, and are either mandatory or optional. dispelling roll, or unbinding roll for this general.
Battalion abilities in core battalions are listed by icons. If several Battalion abilities in core battalions are listed by icons. If several
icons are separated by a /, you must pick which abilities the Universal artefacts of power icons are separated by a /, you must pick which abilities the Universal artefacts of power
battalion has when you take it for your army. Amulet of destiny: This bearer has a ward of 5+. battalion has when you take it for your army. Amulet of destiny: This bearer has a ward of 5+.
If the core battalion has the unified icon, after you set up a unit Vial of manticore venom: Pick 1 of the bearer’s melee weapons. If the core battalion has the unified icon, after you set up a unit Vial of manticore venom: Pick 1 of the bearer’s melee weapons.
from the battalion, you must set up all of the other units from Add 1 to wound rolls for attacks made with that weapon. from the battalion, you must set up all of the other units from Add 1 to wound rolls for attacks made with that weapon.
it, one after the other, and you cannot set up any non-battalion Arcane tome: The bearer becomes a wizard that knows the it, one after the other, and you cannot set up any non-battalion Arcane tome: The bearer becomes a wizard that knows the
units until they are all set up. If the setup instructions say arcane bolt and mystic shield spells, can attempt to cast 1 spell units until they are all set up. If the setup instructions say arcane bolt and mystic shield spells, can attempt to cast 1 spell
players must alternate setting up units one at a time, then after in your hero phase, and can attempt to unbind 1 spell in the players must alternate setting up units one at a time, then after in your hero phase, and can attempt to unbind 1 spell in the
you set up a unit from the battalion, you must set up all the enemy hero phase. If the bearer is already a wizard, they can you set up a unit from the battalion, you must set up all the enemy hero phase. If the bearer is already a wizard, they can
other units before your opponent can set up another unit. attempt to cast 1 additional spell instead. other units before your opponent can set up another unit. attempt to cast 1 additional spell instead.
Seed of rebirth: Re-roll heroic recovery rolls for the bearer. Seed of rebirth: Re-roll heroic recovery rolls for the bearer.
ALLEGIANCE ABILITIES ALLEGIANCE ABILITIES
Universal spell lore Universal spell lore
If all the units in your army are from a single faction, you can use If all the units in your army are from a single faction, you can use
that faction’s allegiance abilities. These are of 2 types: battle Flaming weapon: Casting value 4. If successfully cast, pick 1 of that faction’s allegiance abilities. These are of 2 types: battle Flaming weapon: Casting value 4. If successfully cast, pick 1 of
traits and enhancements. the caster’s melee weapons. Add 1 to the D of that weapon until traits and enhancements. the caster’s melee weapons. Add 1 to the D of that weapon until
your next hero phase. your next hero phase.
1 in 4 units in your army can be allied. These are ignored when 1 in 4 units in your army can be allied. These are ignored when
Levitate: Casting value 8. If successfully cast, pick 1 friendly Levitate: Casting value 8. If successfully cast, pick 1 friendly
determining if the units in the army are from a single faction. determining if the units in the army are from a single faction.
unit wholly within 18" and visible to the caster. That unit can fly unit wholly within 18" and visible to the caster. That unit can fly
Enhancements are picked after you have chosen your until your next hero phase. Enhancements are picked after you have chosen your until your next hero phase.
battalions. You can always take 1 enhancement of each type, Ghost-mist: Casting value 5. If successfully cast, pick 1 terrain battalions. You can always take 1 enhancement of each type, Ghost-mist: Casting value 5. If successfully cast, pick 1 terrain
and you may be allowed to take more. They cannot be given to feature within 6" and visible to the caster. Until your next hero and you may be allowed to take more. They cannot be given to feature within 6" and visible to the caster. Until your next hero
unique units or allied units, unless noted otherwise. Artefacts of phase, visibility between 2 models is blocked if a straight line unique units or allied units, unless noted otherwise. Artefacts of phase, visibility between 2 models is blocked if a straight line
power and command traits that affect attacks made by friendly 1mm wide drawn between the closest points of the 2 models power and command traits that affect attacks made by friendly 1mm wide drawn between the closest points of the 2 models
models do not affect attacks made by their mounts, unless passes across more than 3" of that feature. This effect does not models do not affect attacks made by their mounts, unless passes across more than 3" of that feature. This effect does not
noted otherwise. block visibility to or from models with a WOUNDS of 10+. noted otherwise. block visibility to or from models with a WOUNDS of 10+.
Each time you take a command trait enhancement, you can Each time you take a command trait enhancement, you can
pick 1 command trait and give it to your general. You can never Universal prayer scripture pick 1 command trait and give it to your general. You can never Universal prayer scripture
pick more than one for your army, and they can only be given to Guidance: Answer value 5. If answered, you receive 1 CP. pick more than one for your army, and they can only be given to Guidance: Answer value 5. If answered, you receive 1 CP.
a general that is a hero. Heal: Aanswer value 3. If answered, pick 1 fiendly model within a general that is a hero. Heal: Aanswer value 3. If answered, pick 1 fiendly model within
Each time you take an artefact of power enhancement, you can 12" and visible to the chanter. You can heal up to D3 wounds Each time you take an artefact of power enhancement, you can 12" and visible to the chanter. You can heal up to D3 wounds
pick 1 artefact of power and give it to a hero in your army. A allocated to that model. pick 1 artefact of power and give it to a hero in your army. A allocated to that model.
hero cannot have more than one. Curse: Answer value 4. If answered, pick 1 enemy unit within hero cannot have more than one. Curse: Answer value 4. If answered, pick 1 enemy unit within
Each time you take a spell lore of power enhancement, you can 9" and visible to the chanter. Until your next hero phase, if the Each time you take a spell lore of power enhancement, you can 9" and visible to the chanter. Until your next hero phase, if the
pick 1 spell for each wizard in your army from any of the spell unmodified hit roll for an attack that targets that unit is 6, that pick 1 spell for each wizard in your army from any of the spell unmodified hit roll for an attack that targets that unit is 6, that
lores available to that wizard (you can pick different spells from unit suffers 1 mortal wound in addition to any normal damage. lores available to that wizard (you can pick different spells from unit suffers 1 mortal wound in addition to any normal damage.
different spell lores for different wizards). Each wizard knows different spell lores for different wizards). Each wizard knows
the spell you picked for them in addition to the other spells they Universal triumphs the spell you picked for them in addition to the other spells they Universal triumphs
know. Bloodthirsty: Once per battle, after you make a charge roll for a know. Bloodthirsty: Once per battle, after you make a charge roll for a
friendly unit, you can re-roll that charge roll. friendly unit, you can re-roll that charge roll.
Each time you take a prayer scripture enhancement, you can Each time you take a prayer scripture enhancement, you can
pick 1 prayer for each priest in your army from any of the Inspired: Once per battle, after you make a charge roll for a pick 1 prayer for each priest in your army from any of the Inspired: Once per battle, after you make a charge roll for a
prayer scriptures available to that priest (you can pick different friendly unit, add 1 to wound rolls for attacks made by that unit prayer scriptures available to that priest (you can pick different friendly unit, add 1 to wound rolls for attacks made by that unit
prayers from different prayer scriptures for different priests). until the end of that phase. prayers from different prayer scriptures for different priests). until the end of that phase.
Each priest knows the prayer you picked for them in addition to Indomitable: Once per battle, after you take a battleshock test Each priest knows the prayer you picked for them in addition to Indomitable: Once per battle, after you take a battleshock test
the other prayers they know. for a friendly unit, no models from that unit will flee that phase. the other prayers they know. for a friendly unit, no models from that unit will flee that phase.

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