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WARSCROLLS
COMPENDIUM
INTRODUCTION
The dominion of Chaos spreads to the far horizon. Portals glow with The warscrolls in this compendium
across the Mortal Realms. Once proud otherworldly light, while shadows allow you to use your Citadel
cities are reduced to haunted ruins, whisper beneath the eaves of dark Miniatures collection in fantastical
wherein strange magics coil like restless forests. It is amid such arcane ruins and battle, whether telling epic stories set
snakes. Castles loom, hollow and tainted lands that the armies of the Age during the Age of Sigmar, or recreating
dead, over carrion fields that stretch of Sigmar fight their battles. the wars of the world-that-was.
WARSCROLL KEY
Sometimes a rule will say that it only applies to models know the Summon Balewind Vortex move within 3" of a Balewind Vortex
wizard as a platform from which to spell while
cast in addition to any others they know. a Wizard is atop it. In addition, you
powerfulspells. can
add 1 to the casting and unbinding
rolls
SUMMON BALEWIND VORTEX made for a Wizard atop a Balewind
SCENERY RULES Vortex, and double the range of any
that have a specific keyword on their warscroll. The following rules are used for this Summon Balewind Vortex has a casting spells
value of 5. If successfully cast, remove they attempt to cast.
scenery (do not roll on the Scenery the
Table on the Warhammer Age of Sigmar caster and set up a Balewind Vortex
where Held Aloft: A Wizard atop a Balewind
rulessheet). they stood. You and your opponent
must Vortex cannot move. However, at the
then move any models so that none start
are of your hero phase, a Wizard atop
Do not set up this model at the start within 3" of the Balewind Vortex if a
of possible Balewind Vortex can banish it and return
the game it is set up during the battle to do so. Then, place the caster on the
as upper platform. If this spell is cast, to the ground. If it does so, remove
described below. it does the
not count towards the number of spells Balewind Vortex from the battlefield
the until
wizard can attempt to cast in a turn. it is summoned again.
BALEWIND VORTEX
DESCRIPTION
A Balewind Vortex consists of a single Balewind Call: If you have a Balewind Roiling Vortex of Magic: Models cannot
model. It is a swirling vortex of magical Vortex model, Wizards in your army move within 3" of a Balewind Vortex while
energy that can be summoned by a know the Summon Balewind Vortex spell a Wizard is atop it. In addition, you can
wizard as a platform from which to cast in addition to any others they know. add 1 to the casting and unbinding rolls
powerfulspells. made for a Wizard atop a Balewind
SUMMON BALEWIND VORTEX Vortex, and double the range of any spells
SCENERY RULES Summon Balewind Vortex has a casting they attempt to cast.
The following rules are used for this value of 5. If successfully cast, remove the
scenery (do not roll on the Scenery caster and set up a Balewind Vortex where Held Aloft: A Wizard atop a Balewind
Table on the Warhammer Age of Sigmar they stood. You and your opponent must Vortex cannot move. However, at the start
rulessheet). then move any models so that none are of your hero phase, a Wizard atop a
within 3" of the Balewind Vortex if possible Balewind Vortex can banish it and return
Do not set up this model at the start of to do so. Then, place the caster on the to the ground. If it does so, remove the
the game it is set up during the battle as upper platform. If this spell is cast, it does Balewind Vortex from the battlefield until
described below. not count towards the number of spells the it is summoned again.
wizard can attempt to cast in a turn.
DEATHKNELL WATCH
DESCRIPTION
A Deathknell Watch consists of a single Garrisons: A unit can garrison a A garrisoning unit can exit a building as
building. It has an elaborate signalling Deathknell Watch if all of the models in its move in a future movement phase. To
device that can be used to direct missile the unit are within 6" of it at the start of do so, set it up so that all models from the
fire at enemy formations. their movement phase, or if they could be unit are within 6" of the building and more
set up within 6" of the Deathknell Watch than 3" from any enemy units.
SCENERY RULES when deploying for the battle. Remove the
The following rules are used for this garrisoning unit from the battlefield and Battlements: Models garrisoning a
scenery (do not roll on the Scenery place it to one side. Deathknell Watch can be placed upon
Table on the Warhammer Age of Sigmar its battlements. You can simply place
rulessheet). A unit garrisoning a building can attack any models from the garrison on the
and be attacked as normal, except that the battlements if you wish to do so they
Signalling Device: If this building is range and visibility for the models in the are treated as part of the garrison in all
garrisoned by models from your army, you building is measured from the building respects, but it is a useful way to show
can, in your hero phase, pick an enemy model. The garrison counts as being in which unit is occupying the building
unit that is visible from the building. You cover if it is attacked. and that you control it! This does not
can re-roll any hit rolls made against that prevent enemy models from charging the
unit in your next shooting phase. One Hero and one other unit can garrison battlements (provided there is room to
a Deathknell Watch. Models cannot enter a place them of course).
building garrisoned by the enemy.
DREADSTONE BLIGHT
DESCRIPTION SCENERY RULES
A Dreadstone Blight consists of a single The following rules are used for this Damned: If any of your units are within
model. These arcane places were once used scenery (do not roll on the Scenery 3" of a Dreadstone Blight in your hero
to harness magical power, but have long Table on the Warhammer Age of Sigmar phase, you can declare that one is making
since fallen into ruin. Now they are stained rulessheet). a sacrifice. If you do so, the unit suffers
with the blood of a thousand sacrifices, D3 mortal wounds, but you can add 1 to
and dark rituals carried out by those who Arcane: Add 1 to the result of any casting all hit rolls for the unit until your next
would make pacts with evil spirits in or unbinding rolls made for a Wizard herophase.
exchange for unknowable power. within 3" of a Dreadstone Blight.
GARDEN OF MORR
DESCRIPTION SCENERY RULES
A Garden of Morr consists of three The following rules are used for this Deathly Awakening: Wizards from your
mausoleums, a statue, a gate and several scenery (do not roll on the Scenery army know the following spell, in addition
wall sections. Together, these count as a Table on the Warhammer Age of Sigmar to any other spells that they know, whilst
single terrain feature. A Garden of Morr is rulessheet). they are within 3" of a Garden of Morr.
a haunted and desolate place, cursed with a
powerful energy that empowers those that Domain of the Dead: In your hero phase, RAISE THE DEAD
use the magic ofdeath. each Death model from your army that Raise the Dead has a casting value of 6. If
is within 3" of a Garden of Morr heals successfully cast, you can set up a unit of
1wound. up to 20 Zombies. Set up this unit within
5" of the Garden of Morr and more than
Monument of Shyish: Add 1 to the result 3" away from the enemy. This is the units
of any casting or unbinding rolls for move for that turn.
Death Wizards that are within 3" of the
statue in a Garden of Morr.
SYLVANETH WYLDWOOD
DESCRIPTION SCENERY RULES
A Sylvaneth Wyldwood is a terrain feature The following scenery rules are used for Roused By Magic: Roll a dice whenever
consisting of two or more Citadel Woods. these models (do not roll on the Scenery a spell is successfully cast within 6"
For the denizens of the forests they are Table on the Warhammer Age of Sigmar of a Sylvaneth Wyldwood (even if it is
places of shelter and respite. However, rules sheet). unbound). On a roll of 5 or more the
the spirits within the trees are easily forest is roused by the magical energy and
angered by other creatures that trespass Wyldwood: Roll a dice for each model attacks. If this happens, all units within
their boundaries, and magical power is that makes a run or charge move across, 1" of the Sylvaneth Wyldwood suffer D3
guaranteed to drive the Wyldwood into or finishing on, a Sylvaneth Wyldwood. mortal wounds. Sylvaneth units are
afury. On a roll of 1 the model is slain. Do not not attacked if a Wyldwood is roused in
roll for models that have the Sylvaneth, thisway.
Monster, or Hero keywords.
WITCHFATE TOR
DESCRIPTION
A Witchfate Tor consists of a single model. A unit garrisoning a building can attack respects, but it is a useful way to show
This abandoned sorcerers tower is still and be attacked as normal, except that the which unit is occupying the building
filled with artefacts which a cunning range and visibility for the models in the and that you control it! This does not
wizard can turn to their own purposes. building is measured from the building prevent enemy models from charging the
model. The garrison counts as being in battlements (provided there is room to
SCENERY RULES cover if it is attacked. place them of course).
The following rules are used for this
scenery (do not roll on the Scenery One Hero and two other units can Arcane Library: Add 1 to any casting
Table on the Warhammer Age of Sigmar garrison a Witchfate Tor. Models cannot and unbinding rolls made for Wizards
rulessheet). enter a building garrisoned by the enemy. garrisoning a Witchfate Tor. In addition, if
A garrisoning unit can exit a building as any wizard on the battlefield casts a spell,
Garrisons: A unit can garrison a its move in a future movement phase. To a wizard garrisoning a Witchfate Tor can
Witchfate Tor if all of the models in the do so, set it up so that all models from the consult the library in an attempt to learn
unit are within 6" of it at the start of their unit are within 6" of the building and more the spell themselves. Roll a dice; on a roll
movement phase, or if they could be set than 3" from any enemy units. of 4 or more, the wizard learns that spell,
up within 6" of a Witchfate Tor when and knows it for the rest of the battle. On
deploying for the battle. Remove the Battlements: Models garrisoning a a roll of 1, 2 or 3 the wizard mistakenly
garrisoning unit from the battlefield and Witchfate Tor can be placed upon its unlocks a cursed tome and suffers a mortal
place it to one side. battlements. You can simply place wound instead.
any models from the garrison on the
battlements if you wish to do so they are
treated as part of the garrison in all
Command Post: Once per battle, at the start of a battle round, you can declare that
your general will make a strategic gambit. In order to do so, he must be garrisoning
the Fortified Manors watchtower. If you do so, add 1 to the result of that dice roll to
see who takes the first turn in that round.