Professional Documents
Culture Documents
CO R E R U L E S
1 THE CORE RULES
Prepare to enter a world of war and death, of violence, nobility and madness. You will take command of a force of
mighty warriors, monsters and siege engines and do battle in strange and sorcerous realms, unleashing powerful
magic, darkening the skies with arrows, and crushing your enemies in bloody combat.
The following rules explain how to without specifying that they are RE-ROLLS
play a game of Warhammer Age of friendly or enemy, then it affects all Some rules allow you to re-roll a
Sigmar. First, you must prepare the models, friend or foe. dice roll, which means you get to roll
battlefield and muster an army of some or all of the dice again. If a rule
Citadel Miniatures. The battle is then allows you to re-roll a result that was
fought in a series of battle rounds, UNITS made by adding several dice together
where each player takes a turn to Models fight in units. A unit can (e.g. 2D6, 3D6 etc.) then, unless
move and fight with their army. have one or more models, but cannot otherwise stated, you must roll all
include models that use different of those dice again. You can never
warscrolls. A unit must be set up re-roll a dice more than once, and re-
BATTLEPLANS and finish any sort of move as a rolls happen before modifiers to the
Before fighting a battle, you must single group, with all models within roll (if any) are applied. Rules that
pick a battleplan to use. The 1" horizontally, and 6" vertically, refer to the result of an ‘unmodified’
battleplan will tell you how to set up of at least one other model from dice roll are referring to the result
the battlefield, where each army will their unit. after any re-rolls but before any
be set up, any special rules that apply modifiers are applied.
to the battle, and (most importantly!) If a unit is split up at the end of a
what you need to do in order to win. turn, models must be removed from ROLL-OFFS
You can find more about battleplans the unit until only a single group Sometimes a rule may require the
on page 11. of models remains in play (see Split players to make a roll-off. When this
Units on page 5). is the case, each of the players rolls a
dice, and whoever rolls highest wins
WARSCROLLS Sometimes there will not be enough the roll-off. If there is a tie for the
The Citadel Miniatures in room to set up all of the models highest roll, make the roll-off again.
Warhammer Age of Sigmar are from a unit. When this is the case, Neither player is allowed to re-roll or
referred to as ‘models’. Each model any models that cannot be set up are modify any of the dice when making
has a warscroll, which provides all of considered to have been slain. a roll-off.
the information needed for using the
model in a game. You can find more
about how to use warscrolls on pages
13-14. Some models can be included
in formations known as warscroll MEASURING
battalions, which provide additional DISTANCES
rules. You can find more about Distances in Warhammer Age
warscroll battalions on page 15. of Sigmar are measured in
inches ("), between the closest
points of the bases of the
THE ARMIES models you’re measuring to
Each player in a game of and from. If a model does not
Warhammer Age of Sigmar have a base, measure to and
commands an army. Armies can be TOOLS OF WAR from the closest point of that
as big as you like, and you can use as In order to fight a battle you will model instead.
many models from your collection require a ruler or tape measure (to
as you wish. The more models you measure distances) and some dice. When measuring the distance
decide to use, the longer the game Warhammer Age of Sigmar uses six- between units, always use the
will last and the more exciting it will sided dice (sometimes abbreviated closest model from each unit
be. Typically, a game with around a to D6). Some rules refer to 2D6, to measure how far apart the
hundred miniatures per side will last 3D6 and so on – in such cases, roll units are. So, for example, a
for about an evening. that many dice and add the results unit is within 12" of another
together. If a rule requires you to roll unit as long as any model from
Models from your army are referred a D3, roll a dice and halve the total, one unit is 12" or less from any
to as friendly models, and models rounding up. If a rule requires a dice model from the other unit.
from the opposing army are referred roll of, for example, 3 or more, this is You can measure distances
to as enemy models. If a rule states often abbreviated to 3+. whenever you wish.
that it affects ‘models’ or ‘units’
THE BATTLEFIELD SET UP ARMIES
All games of Warhammer Age of Details of how the armies should be RESERVES
Sigmar are fought upon a battlefield. set up can be found in the battleplan Reserves are units that are
2
This can be any flat surface upon you are using. part of your army, but which
which the models can stand – for have an ability that allows you
example a dining table or the floor Sometimes an ability will allow a to set them up in a location
– and can be any size or shape unit to be set up in a location other other than on the battlefield
provided it’s at least 2-foot square. than the battlefield; when this is and deploy them later once the
the case, tell your opponent where battle has begun. Setting up a
The scenery found on a battlefield the unit is set up and keep it to one reserve unit is not considered
is represented by models from the side rather than placing it directly a move for the unit, but it may
Warhammer Age of Sigmar range. on the battlefield. It will arrive later restrict a unit’s ability to move
These models are called terrain as a reserve unit as described on in the same turn. Any reserves
features to differentiate them from the right. that have not been set up when
the models that make up an army. the battle ends are treated as if
Terrain features are set up on the they had been slain when you
battlefield before the battle begins are working out which side won
and the armies deploy. the battle.
1" 1"✓
✓
✗
3" 1"
✓
All models from the same unit must be within 1" of at least one other model from their unit. The leader of this unit of
Stormcast Eternals could not be placed in the position shown above, as he would be more than 1" away from any other
model from his unit.
3 BATTLE ROUNDS
The maelstrom of battle begins! Units of bellowing warriors charge and counter-charge, hacking at the foe with
axe and sword. The ground trembles under the hooves of galloping cavalry. Archers unleash barrages of bolts at
the foe, and monstrous creatures crush their enemies with mighty blows from their taloned fists.
A Warhammer Age of Sigmar battle HERO PHASE command points you do not use can
is fought in a series of battle rounds, 1 Many of the abilities found be used in a future turn. A command
each of which is split into two turns on warscrolls are used in your hero ability will usually specify when it is
– one for each player. Once the first phase. In addition, Wizards in used; if it does not, it is used in your
player has finished their turn, the your army can cast spells in this hero phase.
second player takes theirs. Once phase (pg 8).
the second player has also finished, At the Double: You can use this
the battle round is over and a new COMMAND ABILITIES command ability after you make a
one begins. If you have any Heroes in your run roll for a friendly unit that is
army, you can use command within 6" of a friendly Hero, or 12"
At the start of each battle round, the abilities. Some command abilities of a friendly Hero that is a general.
players must roll off, and the winner are available to all armies, like the If you do so, the run roll is treated as
decides who takes the first turn. If the three on the right, while others are being a 6.
roll-off is a tie, then the player who specific to certain models and appear
went first in the last battle round can on their warscroll. Some of these Forward to Victory: You can use
choose who goes first in this one, but command abilities can only be used this command ability after you make
if it is the first battle round, the player if that model is your general; when a charge roll for a friendly unit that is
that finished setting up their army this is the case, it will be noted in the within 6" of a friendly Hero, or 12"
first chooses who has the first turn. rules for the command ability. of a friendly Hero that is a general.
If you do so, re-roll the charge roll.
In order to use any command ability
you must spend 1 command point. Inspiring Presence: You can use
TURN SEQUENCE You start the battle with 1 command this command ability at the start of
point for each warscroll battalion the battleshock phase. If you do so,
1 Hero Phase
Cast spells and use
you have in your army. In addition,
you receive 1 command point at the
pick a friendly unit that is within 6"
of friendly Hero, or 12" of a friendly
heroic abilities. start of each of your hero phases. Hero that is a general. That unit
You can use the same command does not have to take battleshock
2 Movement Phase
Move units across
ability several times in the same
phase as long as you have enough
tests in that phase.
3 Shooting Phase
Attack with
missile weapons.
4 Charge Phase
Charge units into combat.
5 Combat Phase
Pile in and attack with
melee weapons.
6 Battleshock Phase
Test the resolve of
depleted units.
MOVEMENT PHASE Remember that a unit must finish Units starting a normal move within
2 Start your movement phase any type of move as a single 3" of an enemy unit can either
by picking one of your units and group, with all models within 1" remain stationary or retreat. If a unit
4
moving each model in that unit until horizontally, and 6" vertically, of retreats, it can move within 3" of an
you’ve moved all the models you at least one other model from their enemy, but must end the move more
want to. You can then pick another unit. If this is impossible, then the than 3" from all enemy units. Models
unit to move, until you have moved move cannot be made. in a unit that retreats can’t shoot or
as many of your units as you wish. charge later in the same turn.
No unit can be moved more than MOVING OVER TERRAIN
once in each movement phase. Unless stated otherwise, a model can RUNNING
be moved over a terrain feature but When you pick a unit to make a
MOVEMENT not through it (so models can’t move normal move, you can declare that
You can change the position of a through a wall, or pass through a it will run. Make a run roll for
model on the battlefield by making a tree, but can climb up or over them). the unit by rolling a dice. Add the
move with the model. Models can be result of the run roll to the Move
moved in the movement phase, the A model can be moved vertically characteristic of all models in the
charge phase and the combat phase, in order to climb or cross a terrain unit for that movement phase.
and some abilities may allow a model feature, counting the vertical The unit can then move up to that
to make a move in other phases too. distance up and/or down as part of distance in inches. Models in a unit
its move. that runs can’t shoot or charge later
Whenever you move a model, it in the same turn.
can be moved in any direction or NORMAL MOVES
combination of directions, but Moves made in the movement phase FLYING
cannot be moved across other are referred to as normal moves, If the warscroll for a model says that
models or their bases, nor can it to differentiate them from charge the model can fly, it can pass across
cross the edge of the battlefield. You moves (made in the charge phase) models and terrain features as if they
can pivot the model at the end of and pile-in moves (made in the were not there when it makes any
the move so that it is facing in any combat phase). A model making a type of move. Any vertical distance
direction. The distance a model normal move can move a distance in up and/or down is ignored when
moves is measured using the part of inches equal to or less than the Move measuring a flying model’s move.
the model’s base that moves furthest characteristic shown on its warscroll. It cannot finish the move on top of
from its starting position (including another model.
pivoting). If the model has no base, ENEMY UNITS AND RETREATS
measure the move using whichever When you make a normal move for
part of the model moves furthest a model, no part of the move can be
from its starting position. within 3" of an enemy unit.
4"
4"
SHOOTING PHASE COMBAT PHASE BATTLESHOCK
3 In your shooting phase, you 5 In the combat phase, the 6 PHASE
5 can shoot with models armed with players take it in turn to pick units In the battleshock phase, both
missile weapons. Pick one of your to fight with, starting with the player players must take battleshock tests
units. Each model in the unit attacks whose turn is taking place. for units from their army that have
with all of the missile weapons it is had models slain during the turn.
armed with (see Attacking, opposite). When it is your turn, you must The player whose turn it is tests first.
Remember that models that have run either pick an eligible unit to fight
or retreated cannot shoot in the same with, or pass (note that you cannot You must make a battleshock
turn. After all models in the unit have pass if there is an eligible unit from roll for each unit that has to take
shot, you can choose another unit to your army that can fight). A unit is a battleshock test. To make a
shoot with, until all units that you eligible to fight if it is within 3" of an battleshock roll, roll a dice. Add the
want to shoot with have done so. enemy unit, or if it made a charge number of models from the unit that
move in the same turn. No unit have been slain this turn to the dice
ENEMY UNITS can fight more than once in each roll, and add 1 to the unit’s Bravery
A unit can shoot when it is within combat phase. characteristic for every 10 models
3" of the enemy, but if it does so it that are in the unit when the test
can only target enemy units that If you pick a unit to fight, it first piles is taken.
are within 3" of it with its shooting in, and then the models in the unit
attacks. A unit can shoot at an enemy must attack. If the modified battleshock roll is
unit that is within 3" of another greater than the unit’s modified
friendly unit without penalty. If you pass, you do nothing, and Bravery characteristic, the
the option to fight or pass goes back battleshock test has been failed. If
LOOK OUT, SIR! to your opponent. If both players the test is failed, for each point by
You must subtract 1 from hit rolls pass in succession, the combat which the modified roll exceeds
made for missile weapons if the phase ends. the unit’s modified Bravery
target of the attack is an enemy characteristic, one model in that
Hero that is within 3" of an enemy PILING IN unit must flee. You decide which of
unit that has 3 or more models. The A unit can make a pile-in move if it the models from your units flee –
Look Out, Sir! rule does not apply if is within 3" of an enemy unit or has remove them from play and count
the target Hero is a Monster. made a charge move in the same them as having been slain.
turn. If this is the case, you can
move each model in the unit up to SPLIT UNITS
CHARGE PHASE
4 Any of your units within 12"
3". Each model must finish its pile-in
move at least as close to the nearest
At the end of each turn, you must
remove models from any of the
of the enemy in your charge phase enemy model as it was at the start of units in your army that are split up
can attempt to make a charge move. the move. into two or more groups, until only
Pick an eligible unit and make a one group of models from the unit
charge roll for it by rolling 2D6. FIGHTING remains in play. The models you
Each model in the unit can move a Each model in the unit must attack remove count as having been slain.
number of inches equal to the charge with all of the melee weapons it is
roll. You cannot make a charge move armed with (see Attacking).
with a unit that has run or retreated
earlier in the turn, or with a unit that
is within 3" of an enemy unit.
Some units have the Wizard the casting value of the spell, the wound. If the casting roll was 10
keyword on their warscroll. You can spell is successfully cast. or more, the unit suffers D3 mortal
use a wizard to cast spells in your wounds instead.
hero phase, or to unbind spells in If a spell is cast, the opposing player
your opponent’s hero phase. can choose one of their Wizards Mystic Shield: Mystic Shield has
that is within 30" of the caster to a casting value of 6. If successfully
Sometimes an ability will allow a attempt to unbind the spell before cast, pick a friendly unit within 18"
model that is not a wizard to attempt its effects are applied. To unbind a of the caster that is visible to them.
to cast or unbind spells. They do spell, roll 2D6. If the roll beats the Re-roll save rolls of 1 for that unit
so using the rules below and are roll used to cast the spell, then the until your next hero phase.
affected by abilities that modify spell is not successfully cast. Only
casting or unbinding rolls, but one attempt can be made to unbind
they are not a wizard for any other a spell.
rules purposes.
UNITS OF WIZARDS
LORES OF MAGIC Wizards are usually fielded
CASTING SPELLS The spells a Wizard knows, and the as a unit consisting of just
A Wizard can attempt to cast spells number of spells it can attempt to one model. If a unit with the
in its own hero phase. You cannot cast or unbind in a hero phase, are Wizard keyword has more
attempt to cast the same spell more detailed on the wizard’s warscroll. than one model, it counts as
than once in the same turn (even Most wizards know the following a single wizard for all rules
with a different wizard). Arcane Bolt and Mystic Shield spells. purposes, and you must pick
a model from the unit to cast
In order to cast a spell, first say Arcane Bolt: Arcane Bolt has a or unbind a spell before you
which spell the wizard is going to casting value of 5. If successfully attempt to cast or unbind it;
attempt to use (it must be one they cast, pick an enemy unit within measure the distance and
know). To cast the spell, roll 2D6. If 18" of the caster that is visible to check visibility using the model
the total is equal to or greater than them. That unit suffers 1 mortal you picked.
TRIUMPHS TRIUMPHS
If your army won a major victory in its previous battle, roll a dice when
Victory in battle can inspire you pick your general and look up the result on the table below.
warriors to even greater feats of
valour when they fight again.
Confident in their ability to defeat D6 Triumph
the foe, they may be inspired to 1-2 Inspired: Once per battle, when a friendly unit is selected to
redouble their efforts when they shoot or fight, you can say that it is inspired. If you do so, re-roll
attack, or hack at the foe with failed hit rolls for that unit until the end of the phase.
bloodthirsty fury, or to carry on
fighting with an indomitable spirit 3-4 Bloodthirsty: Once per battle, when a friendly unit is selected
even if they have grievous wounds. to shoot or fight, you can say that it is bloodthirsty. If you do so,
re-roll failed wound rolls for that unit until the end of the phase.
5-6 Indomitable: Once per battle, when a friendly unit has to make
a save roll, you can say that it is indomitable. If you do so, re-roll
failed save rolls for that unit until the end of the phase.
9
A Knight-Incantor casts Arcane Bolt at a unit of Grimghast Reapers, mortally wounding two of them.
A host of Nighthaunt units led by a Guardian of Souls advances towards a Celestar Ballista.
TERRAIN 10
Be they pillars of flame, altars of brass or haunted ruins, the realms are filled with strange sights and deadly
obstacles. Mighty skull-studded fortresses rise from plains littered with bones, while other, older ruins mark the
scarred and smoking landscapes of the Mortal Realms. These are the sites of battlefields and massacres, ruled over
by power-hungry warlords.
2
SCENERY DICE FACES
Arcane: Add 1 to casting or unbinding rolls for Wizards
while they are within 1" of any Arcane terrain features.
SCENERY DICE FACES
3 Inspiring: Add 1 to the Bravery characteristic of units while
they are within 1" of any Inspiring terrain features.
When you set up the terrain for a
battle, you and your opponent can 4 Deadly: Roll a dice for each unit that finishes a normal
agree to give each terrain feature one move or charge move within 1" of any Deadly terrain
of the scenery rules from the Scenery features. On a 1, that unit suffers D3 mortal wounds.
table on the right if you wish. Either
pick a scenery rule for each terrain 5 Mystical: Roll a dice each time you allocate a wound or
feature, or roll a dice for each terrain mortal wound to a model within 1" of any Mystical terrain
feature to randomly determine a features. On a 6+ the wound or mortal wound is negated.
rule. If a warscroll is available for a
terrain feature, you can use the rules 6 Sinister: Subtract 1 from the Bravery characteristic of units
on the warscroll instead of using a while they are within 1" of any Sinister terrain features.
rule from the Scenery table.
OBSTACLES feature is wholly within the unit’s In addition, subtract 1 from the
Some terrain features are obstacles territory. Alternatively, a unit can hit rolls of attacks made against a
that block attacks to targets that lie garrison a terrain feature instead of garrisoning unit.
beyond them. When this is the case, making a normal move if all of its
it will be noted on the warscroll for models are within 6" of the terrain A garrisoning unit can leave in your
the terrain feature. feature, and there are no enemy movement phase. When it does, set
models within 3" of the terrain it up so that all models from the unit
When a missile weapon targets an feature or already garrisoning it. are within 6" of the terrain feature
enemy unit that has all of its models and more than 3" from any enemy
within 1" of an obstacle, then the Units that garrison a terrain feature units. This counts as their move for
target unit receives the benefit are removed from the battlefield and that movement phase.
of cover if the attacking model is are assumed to be ‘inside’ the terrain
closer to the obstacle than it is to the feature. Units must treat a terrain Many terrain features that can be
target unit. feature garrisoned by the enemy as if garrisoned include flat areas upon
it were an enemy model. which models can stand. Only
garrisoning models can be placed
GARRISONS The range and visibility to or from or moved onto the flat areas (other
Some terrain features can be a garrisoning unit is determined to models that can fly can move over
garrisoned by units. When this is the or from the terrain feature instead. flat areas but cannot finish a move
case, it will be noted on the warscroll A garrisoning model can attack or be placed on that area unless they
for the terrain feature. and be attacked, cast or unbind are part of the garrison). Doing so
spells, and use abilities, but cannot is purely decorative; these models
A unit can be set up as a garrison move. A garrisoning unit counts are still treated as garrisoning the
at the start of a battle if the terrain as being in cover if it is attacked. terrain feature for rules purposes.
11 BATTLEPLANS
Before you can wage war in a game The maps we include with our
of Warhammer Age of Sigmar, you battleplans assume that the OBJECTIVES
must select a battleplan. battlefield is a 6' by 4' rectangle. If Battles are sometimes fought
you are using a battlefield that is to gain control of one or more
We have included a battleplan here a different size or shape, you will vitally important locations.
– First Blood – which is ideal to get need to adjust distances, and the In Warhammer Age of
the action started quickly. Other location of territories, objectives Sigmar, these locations are
battleplans can be found in the and terrain features, in a way that is called objectives, and use the
books we publish for Warhammer appropriate for the size and shape of following rules.
Age of Sigmar, or you can use a the battlefield you are using.
battleplan of your own creation. If If a battle has any objectives,
you and your opponent can’t agree SPECIAL RULES then the battleplan will say
on which battleplan to use, roll 3 Many battleplans include one where they are located upon
off, and the winner decides which or more special rules. These cover the battlefield. Objectives need
battleplan is used. unique situations, tactics or abilities to be represented by a suitable
which can be used during the marker, such as a coin. Even
battle, or which affect how you pick better, if you have components
BATTLEPLAN your army or set up terrain on the available, you can model
INSTRUCTIONS battlefield. The ‘First Blood’ rule in your own objective markers
All battleplans include a set of the First Blood battleplan, opposite, using parts from Citadel
instructions that describe how a is an example of a special rule. Miniatures kits.
battle is fought.
TITLE
4 GLORIOUS VICTORY When measuring distances to
1 The name of the battleplan
Most battleplans will tell you
when the battle ends and what you
and from objectives, always
measure to and from the centre
and a short description of the need to do in order to win the game. of the marker.
circumstances of the battle, to give If neither player manages to achieve
you an understanding of what it is a victory then the game is considered At the end of each player’s turn,
about and what you will need to do to be a draw. you must check to see if either
in order to be victorious. player has gained control of any
If the battleplan does not explain objectives. To do so, you and
2 SET-UP
Each battleplan includes a
how to win the battle, you must slay
all of the models in the opposing
your opponent must count up
the number of models you have
map that shows where each side army to win a major victory. If within 6" of the centre of each
can set up the models in their army neither player has done this by objective; you gain control of
(called the army’s territory), and the end of the fifth battle round, an objective where your count
will list any restrictions that apply to the player that has slain a higher is higher than your opponent’s
setting up. percentage of models in the opposing count. Once you gain control of
army than they have lost from their an objective, it remains under
own army wins a minor victory. your control until the enemy is
able to gain control of it.
BAT TLE
PLA N 1 CHANGING
BATTLEPLAN
MARCH PRIORITIES
NIGHT more than
ORY Often the goals
US VICT
GLORIO that has scored ) at
the for
and change, forcinga battle will shift OBJECT
275
ion an army to first IVES
The coalit y points (see below wins
4
attack in one direction This battle is fought
274 be set up and then GLORIOUS
Units must enemy units. Each y most victor fi ft h battle rounda tie, another, or to
stubbornly defend two objectives, to control
The coalition that
VICTORY
place at 9" from any must be set up wholl the end of
the of one
confusing victory.
In the case victory. an objective at territory. However in each side’s has
most victory points scored the
field is a uncommo
n to
contingent erent territory,
which a major a minor
one
launch an all-out moment and ,
the two objective the locations of (see below) at
A battle it is not dly ions win assault the next. the end of the
diff s may change each
night, when where other frien within a coalition’s . both coalit battle round. fi ft h
a major victory. battle round wins
of s as their
be unsure let alone then count the rest of the battle POIN TS follows:
In the case of a
located, for VICTORY s are scored as COALI TION
both coalition tie,
forces are territory OF DEATH At the start of s win a minor vi
ctory.
the enem
y.
they may
place Victory point a This is a battle each
each warlord rolls battle round,
r desires, instead d each time for three or more VICTORY POINTS
If a playe units in reserve fi eld. point is score l that
players. Use the
Coalition of Death objectives are
a dice. The
Victory points
DEATH any of their on the battle any 1 victor y enemy mode 10 rules from page located in each are scored as follows:
ON OF them up in slays an of 272. warlord’s territory
COA LITI for three or more of setting enter play coalition ds characteristic the area shown at the centre of
battle tion of Death units can ment phases has a Woun on the map that 1 victory point
This is a Reser ve s move corresponds to is scored each
the Coali coalition slays time a
players. Usepage 272. of their team’ the second battle unit or more. SET-UP their dice roll.
2
an enemy model
from the a coalition has a Wounds that
rules from starting ls in scored if Both warlords characteristic
of the mode ory y point is 1 additional roll off, and the or more. of 10
round. All up in the same territ withi n 1 victor enemy general. gener al winning team
must pick a territory
set , an the
must be contingent than 9" slays scored if and set up first.
into rest of their y point is rd’s genera
l. The opposing 1 victory point
SET-UP ion must be split more
ly as the table edge, and is counts as victorthe enemy warlo team then sets
up their army slays an enemy
is scored if a coalition
Each coalit with rough 3" of the . Th was the remaining in general. 1 additiona
ngents, each the enemy units phase. 1 victor y territory. Units victory point is
scored if the generall
three conti the units from from any for that movement tive is worth ols must be set up
wholly was the enemy
one-t hird
of
ts from the their move Each objec coalition that contr own territory more within their warlord’s general.
Contingen to be exact ly point to
the turn if it
is than 9" from
coalition. end of their territory, and
enemy territory.
side do not need as none CTIV ES contr ol six it at the Each objective
is worth
OBJE to
same
size, as long is fought d at their own d in points to the coalition D3 victory
3
the same twice as
many This battle One objective is locate located in points if it is locate If a player desires,
more than map). that controls
FIRST BLOOD
Two armies meet upon an open SET-UP FIRST BLOOD
battlefield. Each must strive to The players roll off, and the winner The player in command of the army
destroy as many of the enemy as decides which territory each side will that first slays an enemy model
possible – whoever first spills the use. The territories are shown on the receives 1 extra command point.
blood of their foe will be inspired to map below.
fight all the harder!
The players then alternate setting GLORIOUS VICTORY
Designer’s Note: In the Mortal up units one at a time, starting The battle continues until one player
Realms, battles are brutal and with the player that won the roll- has no units left on the battlefield,
uncompromising. They are often off to determine territories. Units or at the end of the fifth battle round
fought to the bitter end, the victorious must be set up wholly within their should this occur sooner.
side having destroyed its foe entirely. own territory, more than 12" from
enemy territory. When the battle ends, each player
However, as all wise generals know, calculates a victory score by adding
wiping out the opposing army does Continue to set up units until both up the Wounds characteristics of all
not in and of itself guarantee success. players have set up their armies. If the models from the opposing army
If one side slaughters the other but one player finishes first, the opposing that were slain during the battle. If
suffers massive casualties in doing so, player sets up the rest of the units in one player beats their opponent’s
then their victory is pyrrhic indeed. their army, one after another. score by 50% or more, they win
a major victory. Otherwise the
In this battle, the annihilation of player with the higher score wins a
the foe must be achieved without minor victory.
allowing the enemy to inflict more
damage on the conquering army than
was suffered in return. The victor will
therefore be the side that causes the
most bloodshed, rather than the side
that is simply left standing once the
battle is over.
Enemy Territory
Your Territory
13 WARSCROLLS
Every Citadel Miniature in the The result applies to that model’s Many abilities are triggered by
Warhammer range has its own weapon for the rest of that phase. something that happens during
warscroll, which provides you When determining random damage the phase. For example, an ability
with all of the information needed in step four of the attack sequence, may allow you to re-roll a failed hit
to use that model in a game of make a separate roll to generate the roll. In this case the ability is used
Warhammer Age of Sigmar. The key value for each successful attack the immediately after the event that
below explains what you will find on weapon makes. triggered it.
a warscroll.
2 DESCRIPTION
All warscrolls include a
WARSCROLL RULES description. This will tell you how to
All warscrolls include rules that tell organise the models into a unit, and
you how the model described by the what weapons the models in the unit
warscroll is used in a battle. can use.
Modifiers 5 KEYWORDS
Every warscroll includes a list
use an ability ‘after set-up is
complete’ or ‘before the battle
Sometimes modifiers apply to of keywords that apply to the model begins’. These abilities are used
characteristics or abilities. For the warscroll describes. Keywords before the first battle round. If
example, a rule might add 1 to a hit appear in Keyword Bold when both armies have abilities like
roll or the Move characteristic of a they appear in the rules. this, roll off, and the winner
model. Modifiers are cumulative. can choose which player must
Modifiers can never reduce a dice Keywords are sometimes linked to use all of their pre-battle
roll to less than 1. (or ‘tagged’) by a rule. For example, abilities first.
a rule might say that it applies to
If a modifier applies to a random ‘all Khorne models’. This means After any pre-battle abilities
value, work out the random value that it would apply to models that have been used, the battle
first and then apply the modifier(s) have the Khorne keyword on begins with the first
to it. For example, if an ability adds their warscroll. battle round.
1 to a Damage characteristic of
WA RSCROLL
ROLLS
WARSC
LORD-CELES
R TANT ON ST
ELICTO
s
l guardian
these fel
ARDR AKE
LORD-R and armour are replettene wit
Even amongst
death, for ors, their the gloried rank
h icons of ll as mighty warri mightiest and s of the Stormca
noblest are chos st
t hea ler s as we
that they radi en to lead an Extr Eternals and the star-born
ns rld. Po ate hiera
azure energies. emis Chamber. rchy of the Chil
ua l weapo of the under wo The power of the So infused with dren of Dracothi
Their rit g skies. stars themselve celes on, only the
figures. the gloom darkenin s is theirs to com tial power are the Lord-Cel
t sinister t Eterna ls from from the mand… estant and Star
noble bu
Lord-Re
lictors are ls of the Storm
warrior
sou
glory of
cas
Sig ma r and cal
l storms
1 MOV E
drak e
arcane po To Woun
d 1 PONS
To Hit 16 3+ Range
SAV E
3+ ✹ 3+
5
N
-1
4
D3
you can
9 o phase,
W
ANT
ABILITIE S the
each enemy unit combat phase, roll a dice for a Wizard Each time a casting roll is made
ASTELL
3rdingcharg
Inescapable Veng
lanter
rious
ns, a gloeance: Ifanthis
ing d model has made a
than the numb withi n 3". If the result is less
er
D3 morta l woun of models in the unit, it suff
for your army, you withi n 18" of any Stard rakes
can choose to in
Ca
6 3+
N
, it is
t is chosenand
9 ernalofuni
W
mcast Et
tern
s the lan unt il
BR AV ERY If a Storthe hea ling energies it has to ma ke nex t
r
Lord- bat hed in 1 to all save roll ition, unt il you 7
S o phase the add
ABILI TIE tern: In your her gica l energies ofer a you can hero phase. In add ke a save roll of ls
the ma t ma t hea
Warding Lan h k eith you r nex each time you the uni
may unleas
pic
they do so, er nal unit se, model in
is armed Castellant ng Lantern. If hero pha that unit, one
TION model. It a ast Et for
their Wa unit or a Stor mcd-Castellant. or more
rdi
DE SCRIP llant is a single ries
d-Caste d and car Chaos hin 12" of the Lor a wound.
A Lor Ha lber
tellant’s that is wit ck by the a
wit h a CasLantern. , it is stru
Wa rding s unit is cho sen and suffersnot
al Rea lm
If a Chao t of the Celesti emon units canrtal
sea ring ligh nd. Chaos Da and suffer
D3 mo
mortal wou this light
touch of
abide the tead.
wou nds
ins
5 T
KEY WOR DSTE LL ANORD
RD -CAS
ER, CEL ESTIAL
, HUM AN, STA
HERO, LO HERO, LOR D-C RDR AKE , STO
ER NA L, ELE STA NT RMCAST ETE
AST ET RNA L, MONSTER,
MA N, STOR MC
IA L, HU
CE LE ST
OR DER,
DS
KEYWOR 147 155
15 WARSCROLL BATTALIONS BATTALION BONUSES
Including a warscroll battalion
If you wish, you can organise the If the entry for a unit is a Keyword, in an army confers two
units in your army into a special type then any unit with that keyword can additional bonuses:
of formation by using a warscroll be used (including any units that you
battalion. Doing so will give you assign a keyword to). • You receive 1 command
access to additional abilities that can point at the start of the
be used by the units in the battalion. During set-up, you can set up battle for each warscroll
some or all of the units from a battalion included in
The following rules apply to a warscroll battalion at the same your army.
warscroll battalion, in addition to time rather than setting up each
the rules that apply to a warscroll. unit individually. • If you are using the rules
for allegiance abilities
1 BATTALION
ORGANISATION 2 BATTALION ABILITIES
The abilities listed for a
(pg 17‑18), you can take 1
extra artefact of power for
A warscroll battalion is made up of warscroll battalion only apply to each warscroll battalion
two or more units. You must decide the units that make it up (even if included in your army.
which warscroll battalions you there are other units of the same
want to use and which units are in type in your army), and they are in
each one when you pick your army. addition to the abilities listed on the
Reinforcements cannot be part of a units’ warscrolls.
warscroll battalion.
Usually, a unit can only belong
The organisation section of a to one battalion, and so can only
battalion lists the titles or keywords benefit from a single set of battalion
for the units it can or must include. If abilities. However, some very large
an entry is the title of a unit, any unit battalions include other, smaller
with that title can be used (you can battalions, and in this case it is
ignore sub-headers under the title possible for a unit to benefit from the
unless they are included in the entry abilities of two different battalions at
for the unit). Understrength units the same time.
(pg 13) cannot be used as part of a
warscroll battalion.
WA RSCROL
OLL L
WA RSCR N BAT TALION
IO
BATTAL
STORMCAST
NALS
STOR M
CA ST ETER
MBER HARBINGER ETERNALS
LA R CHA CHAMBER
EX EM P
le The Harbinger
g a terrib Cha
s an d wreakin lence. enemies. Super-c mber uses the might of Sigm
their foe to yet greater vio harged with cele ar’s Tempest to
smiting m stial energies, strike deep into
dden fury, ly spurring the the Stormcast the heart of thei
s with su on Eternals glow r
ber strike wrath, any losses with a nimbus
plar Cham
The Exem None may stay the
ir
. If 1 ORG ANISATION of power.
vengean
ce.
S ons of the
Storm abi
lity (pg 95)
to add 2
has the Sci
to,
can choose
A Harbinger Cham
the following wars
ber consists of 2 ABILITIES
Lightning Strik
ABILITIE is battalion giance, you units fro
m croll battalions
:
e: This battalion
has the Scions
Strike: Th t Etern
als alle ability for your army has
the Stormcast of the Storm abilit
SATION Lightning Stormcas the Storm y (pg 95). If
ORGA NI s of y has the Scions of • 1 Lords of the or subtract 2 from Eternals alleg
iance, you can
ber consist your arm ls for the Storm , your rolls for choose to add
lar Cham ons: fro m, your rol • 3 Vanguard Wing this battalion. the Scions of the 2 to,
An Exemp roll battali or subtra
ct 2 se, s Storm ability for
ing warsc combat pha units from
the follow lion. slain in the
this batta amber is harnesses
the
mplar Ch That unit
Celestial Nim
rm m an Exe 10" of it. n the foe
. Add bus: The warriors
of the Sto a unit fro er within
that form a Harb
• 1 Lords therhoods Bond: If geance upo ainder of
with a nimbus inger Chamber
tation Bro Martial t fro m the chamb ena ct swift ven the rem with preternatu
of celestial energ
y that lets them are charged
ther uni to for
• 3 Devas pick ano n brethren weapons ral speed. Add anticipate their
opponents’ actio
their slai t’s melee 1 to the result of
energy of all the uni Harbinger Cha any hit rolls for ns
celestial teristic of mber. models from a
acks charac
1 to the Att
.
the battle
116
117
REALM OF BATTLE 16
After picking a battleplan to use,
you can pick a Mortal Realm for
the battle to take place in. If you
2 REALMSCAPE FEATURES
The geography of each realm,
REGIONS OF WAR
Each Mortal Realm is truly
do so, the Mortal Realm that you its climate, and the flora and fauna vast, and contains myriad
pick will determine which Realm that inhabit it are hugely varied and incredible regions. Sometimes,
of Battle rules you can use for your diverse, and can have a major impact a Realm of Battle will include
game. If you can’t agree on the on battles that are fought there. details of one or more of these
Mortal Realm to use, roll off and the regions. If this is the case, the
winner decides. REALM COMMANDS player that picked the realm
3 Each realm has a set of can also say that the battle
unique command abilities that can is taking place in one of the
REALM OF BATTLE RULES be used by the Heroes that are regions, allowing the Realm of
The Mortal Realm you have chosen fighting there. Battle rules that are specific to
determines which (if any) of the the region to be used.
Realm of Battle rules apply to the
battle that is taking place there.
2
in battles fought in this If a battle takes place in
realm, in this realm, the player that
addition to any other spells dice and look up the result picked the realm can roll
that on the table below to see a
they know. rule applies for the battle. which realmscape feature
The result applies to both
players.
3
After set-up, each player At the start of your hero
can set up a phase, roll a dice. On a 6+,
Monster that is not a Hero, anywhere on the battlefi pick a point
starting eld. Roll a dice for each
with the player that finished of that point. On a 4+ the unit within 6"
setting unit being rolled for suff
up their army first. These wound. On a 6+ it suffers ers 1 mortal
monsters D3 mortal wounds instead.
REALMSPHERE MAGIC
are called ‘monstrous beasts’
This Nurgle army is comprised not only of Rotbringers from the Maggotkin of Nurgle battletome, but also skaven from
the Skaven Pestilens battletome. All of its units have the Nurgle keyword, and hence it uses Nurgle allegiance abilities.
SPELL LORES
Wizards may know additional IES
ARTEFACTS
OF POWER
ABILIT g armour fearlessly ts
spells drawn from lores of magic IANCE
These artefacts
are crafted in
the forges of Sigma
ALLEG g sight, ranks of warors.riorThs inis pag
or more esoter
le trai ic items, from ron. They can
gleamin s the batt potent tools in magical potion
s or charmed trinkebe blessed weapons, enchanted
e describe have.
the hands of the
Stormcast Eterna ts to inspiring armour
eral can
army include any spell lores, each the following ported a dice to new gene
als are trans you can roll t select a
cast Etern own han
d.
reason, you mus for t hem.
m: Storm Sigmar’s any a trait
the Stor hurled by ely generate BLESSED WEA
Scions of derbolts, immediat Any Stormcast PONS
e by thun Eternals Hero
into battl
the spells from the lore, in addition it is set up each of your that mor with runes of emanci weapon has been
wish. In mander: alive, the pation and liberati
energised
units as you units. mate Com general is 4 Fang of Dracot
as many each of these 2 Con sum
. Whi le your d abilities
on from evil. hion: Blessed by
the stormy breath
a dice for your army comman zodiacal godbea
phases, roll e this turn
– you Hero in also use any Pick one of this
Hero’s melee
st Dracothion,
this weapon’s void-co
of the
not arriv chose can ral. weapon s to be a bite is so fierce that even
the unit does model you your gene Strife-ender. Add ld
UNIQUE ABILITIES
charge di insurmountable.
moveme the battle nder: Your add 1 to
their so sharp they can
cut bone like butter.
Realm when nch Defe within 6" Pick one of this
Celestial 5 Stau nals units . This
still in the st Eter this turn Hero’s melee
weapons to be Pick one of this
If a unit is d to be slain. Stormca not charged ifier Heroes. Re-roll
failed hit rolls made a Blade of Hero’s melee
weapon
considere if they have roll mod Blade. Improve s to be an Obsidia
ends, it is save rolls the save that target Heroes with this weapon the Rend charact n
stack with . or Monsters. eristic of this weapon
does not 1 (if it has a Rend