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REFERENCE SHEET

Thanks for downloading the Age of Sigmar Reference Sheet! This sheet was created to be used as a reference during your games of Age of Sigmar third
edition.

USING THIS SHEET


The sheet is designed to be printed out double-sided and laminated. The file contains a total of 3 pages. One general page that explains how and when
command points are generated. It also lists the general command abilities, heroic actions, and monstrous actions you’ll need to reference during play.
General spells and prayers are included along with the rules for miscasts, divine wrath, dispelling endless spells, and banishing invocations.

There are two options for the second page:

The first option for pick up matched play games is on page 3. It includes the army composition rules to more easily explain it to players building
a third edition army for the first time. The rules for triumphs, mysterious terrain, grand strategies, and battle tactics from the Age of Sigmar Core
Rulebook are also included.

The second option is on page 4. It’s for those who are attending GTs or want to use the battlepack rules from this tournament season. It includes the
rules for triumphs and mysterious terrain as well as the unique grand strategies, battle tactics, and realm rules from the General’s Handbook 2021.

Finally there is a low-fi version of all 3 pages that doesn’t have a background or as many images if you need to save ink on your printer.

This sheet was created by the Austin Weirdnobz. Any questions, suggestions, or corrections send an email to: bignob@weirdnobz.com You can
download additional game aids from our website at: www.weirdnobz.com/game-aids

–V (aka “The Harrower”)


CHANGE LOG
Version 1.7.1
 I play Kruleboyz, so page 8 is an alternate for me with their army specific Battle Tactics.
Version 1.7
 Heroic Recovery and Unleash Hell updated with December FAQ changes.

Version 1.6
 Fixed several formatting issues.
 Added a link to the game aids section on the Weirdnobz website.

Version 1.5
 Added Change Log.
 Reorganized sections in the hero phase so they correspond to when abilities trigger.
 Added rules for Predatory Endless Spells.
 Added shooting phase and moved All-out Atttack and All-out Defense to that section.
 Fixed various typos and formatting issues.

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The Weirdnobz and their ladz are not affiliated with any inferior breakfast taco distribution locales, including–but not limited to–the city of San Antonio and its suburbs.

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Games Workshop Limited, variably registered around the world. All Rights Reserved.

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DIVINE WRATH
START OF THE BATTLE ROUND On an unmodified chanting roll of 1, the chanting SHOOTING PHASE
Priest suffers divine wrath. The prayer is not answered
The player who takes the first turn gains 1 command and the chanting Priest suffers 1 mortal wound. ATTACK COMMAND ABILITIES
point. The player who takes the second turn gains 2 You can use the following command abilities as part
command points. SPELLS of an attack in the shooting phase or combat phase:
Arcane Bolt: Arcane Bolt is a spell that has a casting
HERO PHASE value of 5 and a range of 12”. If successfully cast, at the All-out Attack: You can use this command ability
start of any 1 phase before your next hero phase, you when you pick a friendly unit to shoot in your
If your general is still on the battlefield at the start of can pick 1 enemy unit within range and visible to the shooting phase or fight in the combat phase. That
the hero phase, you receive 1 command point. caster. That unit suffers 1 mortal wound. If that unit unit must receive the command. Add 1 to hit rolls for
is within 3” of the caster, it suffers D3 mortal wounds attacks made by that unit until the end of that phase.
HEROIC ACTIONS instead of 1.
At the start of the hero phase, you can carry out 1 All-out Defense: You can use this command ability
heroic action with 1 friendly Hero. Mystic Shield: Mystic Shield is a spell that has a when a friendly unit is picked as the target of an attack
casting value of 5 and a range of 12”. If successfully in the shooting or combat phase. That unit must
Heroic Leadership: Pick 1 friendly Hero and roll a cast, pick 1 friendly unit wholly within range and receive the command. Add 1 to save rolls for attacks
dice. Add 2 to the roll if your general has been slain. visible to the caster. Add 1 to save rolls for attacks that that target that unit until the end of that phase.
On a 4+, you receive 1 command point that can only target that unit until your next hero phase.
be spent during that turn to allow that Hero to issue CHARGE PHASE
a command. MISCASTS
On an unmodified casting roll of 2, the spell is CHARGE PHASE COMMAND ABILITIES
Heroic Recovery: Pick 1 friendly Hero more than miscast. The spell is not successfully cast, the caster You can use the following command abilities in the
3” from all enemy units and make a heroic recovery suffers D3 mortal wounds, and the caster cannot charge phase:
roll by rolling 2D6. If the roll is less than or equal to attempt to cast any more spells in that hero phase.
that Hero’s Bravery characteristic, you can heal up to Forward to Victory: You can use this command
D3 wounds allocated to that Hero. PREDATORY ENDLESS SPELLS ability after you make a charge roll for a friendly unit.
Predatory endless spells are moved at the end of the That unit must receive the command. You can re-roll
Heroic Willpower: Pick 1 friendly Hero that is not hero phase. If either player has any abilities that can be the charge roll for that unit.
a Wizard. If it is the enemy hero phase, that Hero used at the end of the hero phase, they must be used
can attempt to unbind 1 spell in that phase as if they after all predatory endless spells have been moved. Unleash Hell: You can use this command ability
were a Wizard. If it is your hero phase, that Hero after an enemy unit finishes a charge move. The unit
can attempt to dispel 1 endless spell in that phase as Before moving predatory endless spells, you must first that receives the command must be within 6” of that
if they were a Wizard (you can still only attempt to determine which are controlled and which are wild. enemy unit and more than 3” from all other enemy
unbind or dispel the same spell or endless spell once A predatory endless spell within 30” of the model that units. Models in the unit that receives the command
in the same phase). summoned it is controlled by that model. A Wizard that are within 6” of the target unit can shoot in that
can control 1 predatory endless spell per hero phase. phase, but when they do so, you must subtract 1 from
Their Finest Hour: Pick 1 friendly Hero. Add 1 to If there is more than 1 predatory endless spell that a hit rolls for their attacks and they can only target the
wound rolls for attacks made by that Hero until the friendly Wizard could control, you must pick which unit that made the charge move.
end of that turn, and add 1 to save rolls for attacks they will control. Predatory endless spells that are not
that target that Hero until the end of that turn. You controlled are wild. MONSTROUS RAMPAGE
cannot carry out this heroic action with the same At the end of the charge phase, each player can carry out
Hero more than once in the same battle. After determining control of predatory endless spells, 1 monstrous rampage from below with each friendly
the player whose turn is taking place moves all of Monster. The same player cannot carry out the same
HERO PHASE COMMAND ABILITIES the predatory endless spells controlled by friendly monstrous rampage more than once per phase.
You can use the following command ability at the Wizards. Their opponent then does the same. Once
start of the hero phase: all controlled predatory endless spells have been Roar: Pick 1 enemy unit within 3” of this model and
moved, the players alternate picking 1 wild predatory roll a dice. On a 3+, that unit cannot issue or receive
Rally: You can use this command ability at the start endless spell to move, starting with the player whose commands in the following combat phase.
of the hero phase. The unit that receives the command turn is taking place, until all of the wild predatory
must be more than 3” from all enemy units. Roll 1 endless spells have been moved. A player must pick a Smash To Rubble: Pick 1 faction terrain feature or
dice for each slain model from that unit. For each 6, wild predatory endless spell to move if any are eligible defensible terrain feature within 3” of this model and
you can return 1 slain model to that unit. to do so and cannot pick a wild predatory endless roll a dice. On a 3+, the terrain feature is demolished
spell that has already moved in that phase. if it was defensible (see 17.2.3), and the scenery rules
BANISHING INVOCATIONS on its warscroll cannot be used for the rest of the
At the start of your hero phase, you can attempt to When a player picks a predatory endless spell to battle if it was a faction terrain feature.
banish 1 invocation with each friendly Priest within move, they are considered to be the commanding
48” and visible instead of chanting a prayer with that player of that predatory endless spell until the start of Stomp: Pick 1 enemy unit within 3” of this model
Priest in that hero phase. the next hero phase. All other endless spells are under that is not a Monster and roll a dice. On a 2+, that
the command of the player that summoned them. unit suffers D3 mortal wounds.
DISPELLING ENDLESS SPELLS
At the start of the hero phase, each player can attempt MOVEMENT PHASE Titanic Duel: Pick 1 enemy Monster within 3” of
to dispel 1 endless spell with each friendly Wizard this model. Add 1 to hit rolls for attacks made by this
and friendly Priest within 30” and visible. If a MOVEMENT PHASE COMMAND ABILITIES model that target that enemy Monster until the end
Wizard attempts to dispel an endless spell, they can You can use the following command abilities in the of the following combat phase.
attempt to cast or unbind 1 fewer spell in that hero movement phase:
phase. If a Priest attempts to dispel an endless spell, COMBAT PHASE
they can chant 1 fewer prayer in that hero phase. At the Double: You can use this command ability
after you declare that a friendly unit will run. That unit ATTACK COMMAND ABILITIES
PRAYERS must receive the command. The run roll is not made You can use the All-out Attack or All-out Defense
Bless: Bless is a prayer that has an answer value of 4 for that unit. Instead, 6” is added to that unit’s Move command abilities. See Shooting Phase above.
and a range of 12”. If answered, pick 1 friendly unit characteristic in that phase. The unit is still considered
wholly within range and visible to the chanter. Until to have run. BATTLESHOCK PHASE
the start of your next hero phase, that unit has a ward
of 6+. Redeploy: You can use this command ability in the BATTLESHOCK PHASE COMMAND ABILITIES
enemy movement phase after an enemy unit finishes You can use the following command abilities in the
Smite: Smite is a prayer that has an answer value of a normal move, run or retreat. The unit that receives battleshock phase:
2 and a range of 48”. If answered, pick 1 enemy Priest the command must be within 9” of that enemy unit
within range and visible to the chanter. That enemy and more than 3” from all enemy units. You can make Inspiring Presence: You can use this command
Priest suffers 1 mortal wound. If the chanting roll a D6” move with the unit that receives the command, ability at the start of the battleshock phase. The unit
was 6 or more, that enemy Priest suffers D3 mortal but it must finish the move more than 3” from all that receives the command does not have to take
wounds instead of 1. enemy units and cannot shoot later in the turn. battleshock tests in that phase.
AoS Reference 1.7.1 | bignob@weirdnobz.com | weirdnobz.com/game-aids
CONTEST OF GENERALS POINTS LIMIT
Points Limit 750 1000 1500 2000 3000
The players must first agree on a points limit for the battle. No more
Leader Units 1-2 1-3 1-4 1-6 1-8 than half of your points can be spent on a single unit.

Battleline Units 1+ 2+ 2+ 3+ 4+ BATTALIONS


Behemoth Units 0-1 0-2 0-3 0-4 0-6
Battalions are formations of specific units that give you access to
Artillery Units 0-1 0-2 0-3 0-4 0-6 additional abilities. You can include core battalions in your army but
you cannot include warscroll battalions. Battalions are explained in
Endless Spells and Evocations 0-1 0-2 0-2 0-3 0-4 section 26.0 of the Core Rules.

Reinforced Units 0-1 0-2 0-3 0-4 0-6 REINFORCED UNITS

Understrength Units 0-1 of each type of unit A reinforced unit has twice as many models as its minimum unit size.
Recommended Minimum You can reinforce units with the Battleline battlefield role twice. A unit
30” x 44” 44” x 60” 44” x 90” that is reinforced twice has 3 times as many models as its minimum unit
Battlefield Size
size and counts as 2 units towards the number of reinforced units you
Recommended Minimum can include in your army. If the description for a unit says that it is a
4 8 12
Number of Terrain Features single model, it cannot be reinforced.

GRAND STRATEGIES BATTLE TACTICS MYSTERIOUS TERRAIN

After you have picked your army, you must pick At the start of your hero phase, you must pick 1 D6 Scenery Rule
1 grand strategy from the list below and record battle tactic from the list below. You must reveal 1 1 Damned: In your hero phase, you can
it on your army roster. At the end of the battle, your choice to your opponent, and if your battle pick 1 friendly unit within 1” of any terrain
if you completed your grand strategy, you score tactic instructs you to pick something, you must features with this rule. That unit suffers D3
additional victory points as described in the tell your opponent what you pick. You have until mortal wounds but you can add 1 to hit rolls
battleplan you are playing. the end of that turn to complete the battle tactic.
for attacks made by that unit until your next
You cannot pick the same battle tactic more than
hero phase.
Hold the Line: When the battle ends, you complete once per battle.
this grand strategy if there are any Battleline units 2 2 Arcane: Add 1 to casting, dispelling and
from your starting army on the battlefield. Aggressive Expansion: When you reveal this unbinding rolls for models while they are
battle tactic, pick 2 objective markers on the within 1” of any terrain features with this
Sever the Head: When the battle ends, you complete battlefield that are not wholly within your territory. rule.
this grand strategy if there are no Heroes from your You complete this battle tactic if you control both
3 3 Inspiring: Add 1 to the Bravery
opponent’s starting army on the battlefield. objective markers at the end of this turn.
characteristic of units while they are wholly
within 1” of any terrain features with this
Vendetta: When the battle ends, you complete Break their Spirit: Pick 1 enemy unit wholly
rule.
this grand strategy if the model chosen to be your within your opponent’s territory. You complete this
opponent’s general has been slain and the model tactic if that unit is destroyed during this turn. 4 4 Deadly: Each time a unit is set up or
chosen to be your general has not been slain. finishes a normal move, run, retreat or charge
Broken Ranks: Pick 1 unit from your opponent’s move within 1” of any terrain features with
TRIUMPHS starting army that is on the battlefield. You complete this rule, roll a dice. On a 1, that unit suffers
this tactic if that unit is destroyed during this turn. D3 mortal wounds.
After you have picked your army, you must pick 1
5 5 Mystical: Add 1 to chanting and
triumph from the list below and record it on your Conquer: Pick 1 objective marker on the battlefield
banishment rolls for models while they
army roster. A triumph can only be used once per that your opponent controls. You complete this
are within 1” of any terrain features with
battle, and can only be used if the points total of tactic if you control that objective marker at the end
this rule. In addition, models have a 6+
your army is less than that of your opponent’s army. of this turn.
ward while they are within 1” of any terrain
If you are allowed to take more than 1 triumph, you can Repel: Pick 1 enemy unit wholly or partially within features with this rule.
pick the same triumph more than once if you wish. your territory. You complete this tactic if that unit is 6 6 Sinister: Subtract 1 from the Bravery
destroyed during this turn. characteristic of units while they are wholly
Bloodthirsty: Once per battle, after you make a charge within 1” of any terrain features with this rule.
roll for a friendly unit, you can say that it is bloodthirsty. Seize the Centre: You complete this tactic if there
If you do so, you can re-roll that charge roll. are more friendly than enemy models within 6” of
the centre of the battlefield at the end of this turn.
Indomitable: Once per battle, after you take a
battleshock test for a friendly unit, you can say it is Slay the Warlord : You complete this tactic if the
indomitable. If you do so, no models from that unit model chosen to be your opponent’s general is slain
will flee in that battleshock phase. during this turn.

Inspired: Once per battle, after you pick a friendly


unit to shoot or fight, you can say that it is inspired.
If you do so, add 1 to wound rolls for attacks made
by that unit until the end of that phase.
AoS Reference 1.7.1 | bignob@weirdnobz.com | weirdnobz.com/game-aids
GRAND STRATEGIES BATTLE TACTICS REALM RULES

After you have picked your army, you must pick At the start of your hero phase, you must pick 1 The following rules capture the carnivorous nature
1 grand strategy from the list below and record battle tactic from the list below. You must reveal of Ghur and the effects this feral realm has upon its
it on your army roster. At the end of the battle, your choice to your opponent, and if your battle inhabitants and landscapes.
if you completed your grand strategy, you score tactic instructs you to pick something, you must
additional victory points as described in the tell your opponent what you pick. You have until Predators and Prey: Once per battle round,
battleplan you are playing. the end of that turn to complete the battle tactic. you score 1 additional victory point if any enemy
You cannot pick the same battle tactic more than monsters were slain in that battle round.
Beast Master: When the battle ends, you complete once per battle.
this grand strategy if there are any Monsters from Seismic Shift: At the start of the third battle round,
your starting army on the battlefield. Aggressive Expansion: When you reveal this after the players roll off to determine who has the
battle tactic, pick 2 objective markers on the first turn, the player taking the second turn in that
Dominating Presence: When the battle ends, you battlefield that are not wholly within your territory. battle round can pick 1 objective marker on the
complete this grand strategy if there are more units You complete this battle tactic if you control both battlefield and remove it from play.
from your starting army on the battlefield than there objective markers at the end of this turn.
are units from your opponent’s starting army on the REALMSPHERE MAGIC
battlefield. Bring it Down!: When you reveal this battle tactic, All Wizards know the following spell in addition
pick 1 enemy Monster on the battlefield. You to any other that they know:
Hold the Line: When the battle ends, you complete complete this battle tactic if that unit is destroyed
this grand strategy if there are any Battleline units during this turn. If that enemy Monster was Metamorphosis: Metamorphosis has a casting
from your starting army on the battlefield. destroyed by an attack made by a friendly Monster value of 5 and a range of 12”. If successfully cast, pick
or an ability of a friendly Monster, score 1 1 friendly Hero that is not a Monster and that is
Pillars of Belief: When the battle ends, you complete additional victory point. within range and visible to the caster. That Hero gains
this grand strategy if there are any Priests from your the Monster keyword until your next hero phase.
starting army on the battlefield. Broken Ranks: When you reveal this battle tactic,
pick 1 Battleline unit from your opponent’s starting REALM COMMAND
Predator’s Domain: When the battle ends, you army on the battlefield. You complete this battle Each player can use the following command ability
complete this grand strategy if you control more tactic if that unit is destroyed during this turn. If that in addition to any others that they can use:
terrain features than your opponent. unit was destroyed by an attack made by a friendly
Monster or an ability of a friendly Monster, Feral Roar: You can use this command ability at the
Prized Sorcery: When the battle ends, you complete score 1 additional victory point. start of the combat phase. The unit that receives the
this grand strategy if there are any Wizards from command must be a Monster. Until the end of that
your starting army on the battlefield. Conquer: When you reveal this battle tactic, pick 1 phase, when you look up a value on that unit’s damage
objective marker on the battlefield that your opponent table, it is treated as if it has suffered 0 wounds.
Sever the Head: When the battle ends, you complete controls. You complete this battle tactic if you control
this grand strategy if there are no Heroes from your that objective marker at the end of this turn. MYSTERIOUS TERRAIN
opponent’s starting army on the battlefield.
Ferocious Advance: When you reveal this battle
D6 Scenery Rule
Vendetta: When the battle ends, you complete tactic, pick 3 different units from your starting army
this grand strategy if the model chosen to be your on the battlefield. You complete this battle tactic 1 1 Damned: In your hero phase, you can
opponent’s general has been slain and the model if all of the units you picked run in the following pick 1 friendly unit within 1” of any terrain
chosen to be your general has not been slain. movement phase and finish that run within 3” of features with this rule. That unit suffers D3
mortal wounds but you can add 1 to hit rolls
each other. If all 3 of those units are Monsters, for attacks made by that unit until your next
TRIUMPHS score 1 additional victory point. hero phase.

After you have picked your army, you must pick 1 Monstrous Takeover: When you reveal this battle 2 2 Arcane: Add 1 to casting, dispelling and
unbinding rolls for models while they are
triumph from the list below and record it on your tactic, pick 1 Monster from your starting army on within 1” of any terrain features with this
army roster. A triumph can only be used once per the battlefield. You complete this battle tactic if that rule.
battle, and can only be used if the points total of Monster is contesting an objective marker that
your army is less than that of your opponent’s army. you control at the end of this turn, and that objective 3 3 Inspiring: Add 1 to the Bravery
characteristic of units while they are wholly
marker is not contested by an enemy Monster.
within 1” of any terrain features with this
If you are allowed to take more than 1 triumph, you can rule.
pick the same triumph more than once if you wish. Savage Spearhead: You complete this battle tactic
if there are 2 or more units from your starting 4 4 Deadly: Each time a unit is set up or
Bloodthirsty: Once per battle, after you make a charge army wholly within your opponent’s territory at finishes a normal move, run, retreat or charge
move within 1” of any terrain features with
roll for a friendly unit, you can say that it is bloodthirsty. the end of this turn. If 2 or more of those units are this rule, roll a dice. On a 1, that unit suffers
If you do so, you can re-roll that charge roll. Monsters, score 1 additional victory point. D3 mortal wounds.

Indomitable: Once per battle, after you take a Slay the Warlord : You complete this battle tactic 5 5 Mystical: Add 1 to chanting and
banishment rolls for models while they
battleshock test for a friendly unit, you can say it is if the model chosen to be your opponent’s general are within 1” of any terrain features with
indomitable. If you do so, no models from that unit is slain this turn. If that model was destroyed by an this rule. In addition, models have a 6+
will flee in that battleshock phase. attack made by a friendly Monster or an ability of a ward while they are within 1” of any terrain
friendly Monster, score 1 additional victory point. features with this rule.
Inspired: Once per battle, after you pick a friendly 6 6 Sinister: Subtract 1 from the Bravery
unit to shoot or fight, you can say that it is inspired. characteristic of units while they are wholly
If you do so, add 1 to wound rolls for attacks made within 1” of any terrain features with this rule.
by that unit until the end of that phase.

AoS Reference 1.7.1 | bignob@weirdnobz.com | weirdnobz.com/game-aids


DIVINE WRATH
START OF THE BATTLE ROUND On an unmodified chanting roll of 1, the chanting SHOOTING PHASE
Priest suffers divine wrath. The prayer is not answered
The player who takes the first turn gains 1 command and the chanting Priest suffers 1 mortal wound. ATTACK COMMAND ABILITIES
point. The player who takes the second turn gains 2 You can use the following command abilities as part
command points. SPELLS of an attack in the shooting phase or combat phase:
Arcane Bolt: Arcane Bolt is a spell that has a casting
HERO PHASE value of 5 and a range of 12”. If successfully cast, at the All-out Attack: You can use this command ability
start of any 1 phase before your next hero phase, you when you pick a friendly unit to shoot in your
If your general is still on the battlefield at the start of can pick 1 enemy unit within range and visible to the shooting phase or fight in the combat phase. That
the hero phase, you receive 1 command point. caster. That unit suffers 1 mortal wound. If that unit unit must receive the command. Add 1 to hit rolls for
is within 3” of the caster, it suffers D3 mortal wounds attacks made by that unit until the end of that phase.
HEROIC ACTIONS instead of 1.
At the start of the hero phase, you can carry out 1 All-out Defense: You can use this command ability
heroic action with 1 friendly Hero. Mystic Shield: Mystic Shield is a spell that has a when a friendly unit is picked as the target of an attack
casting value of 5 and a range of 12”. If successfully in the shooting or combat phase. That unit must
Heroic Leadership: Pick 1 friendly Hero and roll a cast, pick 1 friendly unit wholly within range and receive the command. Add 1 to save rolls for attacks
dice. Add 2 to the roll if your general has been slain. visible to the caster. Add 1 to save rolls for attacks that that target that unit until the end of that phase.
On a 4+, you receive 1 command point that can only target that unit until your next hero phase.
be spent during that turn to allow that Hero to issue CHARGE PHASE
a command. MISCASTS
On an unmodified casting roll of 2, the spell is CHARGE PHASE COMMAND ABILITIES
Heroic Recovery: Pick 1 friendly Hero more than miscast. The spell is not successfully cast, the caster You can use the following command abilities in the
3” from all enemy units and make a heroic recovery suffers D3 mortal wounds, and the caster cannot charge phase:
roll by rolling 2D6. If the roll is less than or equal to attempt to cast any more spells in that hero phase.
that Hero’s Bravery characteristic, you can heal up to Forward to Victory: You can use this command
D3 wounds allocated to that Hero. PREDATORY ENDLESS SPELLS ability after you make a charge roll for a friendly unit.
Predatory endless spells are moved at the end of the That unit must receive the command. You can re-roll
Heroic Willpower: Pick 1 friendly Hero that is not hero phase. If either player has any abilities that can be the charge roll for that unit.
a Wizard. If it is the enemy hero phase, that Hero used at the end of the hero phase, they must be used
can attempt to unbind 1 spell in that phase as if they after all predatory endless spells have been moved. Unleash Hell: You can use this command ability
were a Wizard. If it is your hero phase, that Hero after an enemy unit finishes a charge move. The unit
can attempt to dispel 1 endless spell in that phase as Before moving predatory endless spells, you must first that receives the command must be within 6” of that
if they were a Wizard (you can still only attempt to determine which are controlled and which are wild. enemy unit and more than 3” from all other enemy
unbind or dispel the same spell or endless spell once A predatory endless spell within 30” of the model that units. Models in the unit that receives the command
in the same phase). summoned it is controlled by that model. A Wizard that are within 6” of the target unit can shoot in that
can control 1 predatory endless spell per hero phase. phase, but when they do so, you must subtract 1 from
Their Finest Hour: Pick 1 friendly Hero. Add 1 to If there is more than 1 predatory endless spell that a hit rolls for their attacks and they can only target the
wound rolls for attacks made by that Hero until the friendly Wizard could control, you must pick which unit that made the charge move.
end of that turn, and add 1 to save rolls for attacks they will control. Predatory endless spells that are not
that target that Hero until the end of that turn. You controlled are wild. MONSTROUS RAMPAGE
cannot carry out this heroic action with the same At the end of the charge phase, each player can carry out
Hero more than once in the same battle. After determining control of predatory endless spells, 1 monstrous rampage from below with each friendly
the player whose turn is taking place moves all of Monster. The same player cannot carry out the same
HERO PHASE COMMAND ABILITIES the predatory endless spells controlled by friendly monstrous rampage more than once per phase.
You can use the following command ability at the Wizards. Their opponent then does the same. Once
start of the hero phase: all controlled predatory endless spells have been Roar: Pick 1 enemy unit within 3” of this model and
moved, the players alternate picking 1 wild predatory roll a dice. On a 3+, that unit cannot issue or receive
Rally: You can use this command ability at the start endless spell to move, starting with the player whose commands in the following combat phase.
of the hero phase. The unit that receives the command turn is taking place, until all of the wild predatory
must be more than 3” from all enemy units. Roll 1 endless spells have been moved. A player must pick a Smash To Rubble: Pick 1 faction terrain feature or
dice for each slain model from that unit. For each 6, wild predatory endless spell to move if any are eligible defensible terrain feature within 3” of this model and
you can return 1 slain model to that unit. to do so and cannot pick a wild predatory endless roll a dice. On a 3+, the terrain feature is demolished
spell that has already moved in that phase. if it was defensible (see 17.2.3), and the scenery rules
BANISHING INVOCATIONS on its warscroll cannot be used for the rest of the
At the start of your hero phase, you can attempt to When a player picks a predatory endless spell to battle if it was a faction terrain feature.
banish 1 invocation with each friendly Priest within move, they are considered to be the commanding
48” and visible instead of chanting a prayer with that player of that predatory endless spell until the start of Stomp: Pick 1 enemy unit within 3” of this model
Priest in that hero phase. the next hero phase. All other endless spells are under that is not a Monster and roll a dice. On a 2+, that
the command of the player that summoned them. unit suffers D3 mortal wounds.
DISPELLING ENDLESS SPELLS
At the start of the hero phase, each player can attempt MOVEMENT PHASE Titanic Duel: Pick 1 enemy Monster within 3” of
to dispel 1 endless spell with each friendly Wizard this model. Add 1 to hit rolls for attacks made by this
and friendly Priest within 30” and visible. If a MOVEMENT PHASE COMMAND ABILITIES model that target that enemy Monster until the end
Wizard attempts to dispel an endless spell, they can You can use the following command abilities in the of the following combat phase.
attempt to cast or unbind 1 fewer spell in that hero movement phase:
phase. If a Priest attempts to dispel an endless spell, COMBAT PHASE
they can chant 1 fewer prayer in that hero phase. At the Double: You can use this command ability
after you declare that a friendly unit will run. That unit ATTACK COMMAND ABILITIES
PRAYERS must receive the command. The run roll is not made You can use the All-out Attack or All-out Defense
Bless: Bless is a prayer that has an answer value of 4 for that unit. Instead, 6” is added to that unit’s Move command abilities. See Shooting Phase above.
and a range of 12”. If answered, pick 1 friendly unit characteristic in that phase. The unit is still considered
wholly within range and visible to the chanter. Until to have run. BATTLESHOCK PHASE
the start of your next hero phase, that unit has a ward
of 6+. Redeploy: You can use this command ability in the BATTLESHOCK PHASE COMMAND ABILITIES
enemy movement phase after an enemy unit finishes You can use the following command abilities in the
Smite: Smite is a prayer that has an answer value of a normal move, run or retreat. The unit that receives battleshock phase:
2 and a range of 48”. If answered, pick 1 enemy Priest the command must be within 9” of that enemy unit
within range and visible to the chanter. That enemy and more than 3” from all enemy units. You can make Inspiring Presence: You can use this command
Priest suffers 1 mortal wound. If the chanting roll a D6” move with the unit that receives the command, ability at the start of the battleshock phase. The unit
was 6 or more, that enemy Priest suffers D3 mortal but it must finish the move more than 3” from all that receives the command does not have to take
wounds instead of 1. enemy units and cannot shoot later in the turn. battleshock tests in that phase.
AoS Reference 1.7.1 | bignob@weirdnobz.com | weirdnobz.com/game-aids
CONTEST OF GENERALS POINTS LIMIT
Points Limit 750 1000 1500 2000 3000
The players must first agree on a points limit for the battle. No more
Leader Units 1-2 1-3 1-4 1-6 1-8 than half of your points can be spent on a single unit.

Battleline Units 1+ 2+ 2+ 3+ 4+ BATTALIONS


Behemoth Units 0-1 0-2 0-3 0-4 0-6
Battalions are formations of specific units that give you access to
Artillery Units 0-1 0-2 0-3 0-4 0-6 additional abilities. You can include core battalions in your army but
you cannot include warscroll battalions. Battalions are explained in
Endless Spells and Evocations 0-1 0-2 0-2 0-3 0-4 section 26.0 of the Core Rules.

Reinforced Units 0-1 0-2 0-3 0-4 0-6 REINFORCED UNITS

Understrength Units 0-1 of each type of unit A reinforced unit has twice as many models as its minimum unit size.
Recommended Minimum You can reinforce units with the Battleline battlefield role twice. A unit
30” x 44” 44” x 60” 44” x 90” that is reinforced twice has 3 times as many models as its minimum unit
Battlefield Size
size and counts as 2 units towards the number of reinforced units you
Recommended Minimum can include in your army. If the description for a unit says that it is a
4 8 12
Number of Terrain Features single model, it cannot be reinforced.

GRAND STRATEGIES BATTLE TACTICS MYSTERIOUS TERRAIN

After you have picked your army, you must pick At the start of your hero phase, you must pick 1 D6 Scenery Rule
1 grand strategy from the list below and record battle tactic from the list below. You must reveal 1 1 Damned: In your hero phase, you can
it on your army roster. At the end of the battle, your choice to your opponent, and if your battle pick 1 friendly unit within 1” of any terrain
if you completed your grand strategy, you score tactic instructs you to pick something, you must features with this rule. That unit suffers D3
additional victory points as described in the tell your opponent what you pick. You have until mortal wounds but you can add 1 to hit rolls
battleplan you are playing. the end of that turn to complete the battle tactic.
for attacks made by that unit until your next
You cannot pick the same battle tactic more than
hero phase.
Hold the Line: When the battle ends, you complete once per battle.
this grand strategy if there are any Battleline units 2 2 Arcane: Add 1 to casting, dispelling and
from your starting army on the battlefield. Aggressive Expansion: When you reveal this unbinding rolls for models while they are
battle tactic, pick 2 objective markers on the within 1” of any terrain features with this
Sever the Head: When the battle ends, you complete battlefield that are not wholly within your territory. rule.
this grand strategy if there are no Heroes from your You complete this battle tactic if you control both
3 3 Inspiring: Add 1 to the Bravery
opponent’s starting army on the battlefield. objective markers at the end of this turn.
characteristic of units while they are wholly
within 1” of any terrain features with this
Vendetta: When the battle ends, you complete Break their Spirit: Pick 1 enemy unit wholly
rule.
this grand strategy if the model chosen to be your within your opponent’s territory. You complete this
opponent’s general has been slain and the model tactic if that unit is destroyed during this turn. 4 4 Deadly: Each time a unit is set up or
chosen to be your general has not been slain. finishes a normal move, run, retreat or charge
Broken Ranks: Pick 1 unit from your opponent’s move within 1” of any terrain features with
TRIUMPHS starting army that is on the battlefield. You complete this rule, roll a dice. On a 1, that unit suffers
this tactic if that unit is destroyed during this turn. D3 mortal wounds.
After you have picked your army, you must pick 1
5 5 Mystical: Add 1 to chanting and
triumph from the list below and record it on your Conquer: Pick 1 objective marker on the battlefield
banishment rolls for models while they
army roster. A triumph can only be used once per that your opponent controls. You complete this
are within 1” of any terrain features with
battle, and can only be used if the points total of tactic if you control that objective marker at the end
this rule. In addition, models have a 6+
your army is less than that of your opponent’s army. of this turn.
ward while they are within 1” of any terrain
If you are allowed to take more than 1 triumph, you can Repel: Pick 1 enemy unit wholly or partially within features with this rule.
pick the same triumph more than once if you wish. your territory. You complete this tactic if that unit is 6 6 Sinister: Subtract 1 from the Bravery
destroyed during this turn. characteristic of units while they are wholly
Bloodthirsty: Once per battle, after you make a charge within 1” of any terrain features with this rule.
roll for a friendly unit, you can say that it is bloodthirsty. Seize the Centre: You complete this tactic if there
If you do so, you can re-roll that charge roll. are more friendly than enemy models within 6” of
the centre of the battlefield at the end of this turn.
Indomitable: Once per battle, after you take a
battleshock test for a friendly unit, you can say it is Slay the Warlord : You complete this tactic if the
indomitable. If you do so, no models from that unit model chosen to be your opponent’s general is slain
will flee in that battleshock phase during this turn.

Inspired: Once per battle, after you pick a friendly


unit to shoot or fight, you can say that it is inspired.
If you do so, add 1 to wound rolls for attacks made
by that unit until the end of that phase.
AoS Reference 1.7.1 | bignob@weirdnobz.com | weirdnobz.com/game-aids
GRAND STRATEGIES BATTLE TACTICS REALM RULES

After you have picked your army, you must pick At the start of your hero phase, you must pick 1 The following rules capture the carnivorous nature
1 grand strategy from the list below and record battle tactic from the list below. You must reveal of Ghur and the effects this feral realm has upon its
it on your army roster. At the end of the battle, your choice to your opponent, and if your battle inhabitants and landscapes.
if you completed your grand strategy, you score tactic instructs you to pick something, you must
additional victory points as described in the tell your opponent what you pick. You have until Predators and Prey: Once per battle round,
battleplan you are playing. the end of that turn to complete the battle tactic. you score 1 additional victory point if any enemy
You cannot pick the same battle tactic more than monsters were slain in that battle round.
Beast Master: When the battle ends, you complete once per battle.
this grand strategy if there are any Monsters from Seismic Shift: At the start of the third battle round,
your starting army on the battlefield. Aggressive Expansion: When you reveal this after the players roll off to determine who has the
battle tactic, pick 2 objective markers on the first turn, the player taking the second turn in that
Dominating Presence: When the battle ends, you battlefield that are not wholly within your territory. battle round can pick 1 objective marker on the
complete this grand strategy if there are more units You complete this battle tactic if you control both battlefield and remove it from play.
from your starting army on the battlefield than there objective markers at the end of this turn.
are units from your opponent’s starting army on the REALMSPHERE MAGIC
battlefield. Bring it Down!: When you reveal this battle tactic, All Wizards know the following spell in addition
pick 1 enemy Monster on the battlefield. You to any other that they know:
Hold the Line: When the battle ends, you complete complete this battle tactic if that unit is destroyed
this grand strategy if there are any Battleline units during this turn. If that enemy Monster was Metamorphosis: Metamorphosis has a casting
from your starting army on the battlefield. destroyed by an attack made by a friendly Monster value of 5 and a range of 12”. If successfully cast, pick
or an ability of a friendly Monster, score 1 1 friendly Hero that is not a Monster and that is
Pillars of Belief: When the battle ends, you complete additional victory point. within range and visible to the caster. That Hero gains
this grand strategy if there are any Priests from your the Monster keyword until your next hero phase.
starting army on the battlefield. Broken Ranks: When you reveal this battle tactic,
pick 1 Battleline unit from your opponent’s starting REALM COMMAND
Predator’s Domain: When the battle ends, you army on the battlefield. You complete this battle Each player can use the following command ability
complete this grand strategy if you control more tactic if that unit is destroyed during this turn. If that in addition to any others that they can use:
terrain features than your opponent. unit was destroyed by an attack made by a friendly
Monster or an ability of a friendly Monster, Feral Roar: You can use this command ability at the
Prized Sorcery: When the battle ends, you complete score 1 additional victory point. start of the combat phase. The unit that receives the
this grand strategy if there are any Wizards from command must be a Monster. Until the end of that
your starting army on the battlefield. Conquer: When you reveal this battle tactic, pick 1 phase, when you look up a value on that unit’s damage
objective marker on the battlefield that your opponent table, it is treated as if it has suffered 0 wounds.
Sever the Head: When the battle ends, you complete controls. You complete this battle tactic if you control
this grand strategy if there are no Heroes from your that objective marker at the end of this turn. MYSTERIOUS TERRAIN
opponent’s starting army on the battlefield.
Ferocious Advance: When you reveal this battle
D6 Scenery Rule
Vendetta: When the battle ends, you complete tactic, pick 3 different units from your starting army
this grand strategy if the model chosen to be your on the battlefield. You complete this battle tactic 1 1 Damned: In your hero phase, you can
opponent’s general has been slain and the model if all of the units you picked run in the following pick 1 friendly unit within 1” of any terrain
chosen to be your general has not been slain. movement phase and finish that run within 3” of features with this rule. That unit suffers D3
mortal wounds but you can add 1 to hit rolls
each other. If all 3 of those units are Monsters, for attacks made by that unit until your next
TRIUMPHS score 1 additional victory point. hero phase.

After you have picked your army, you must pick 1 Monstrous Takeover: When you reveal this battle 2 2 Arcane: Add 1 to casting, dispelling and
unbinding rolls for models while they are
triumph from the list below and record it on your tactic, pick 1 Monster from your starting army on within 1” of any terrain features with this
army roster. A triumph can only be used once per the battlefield. You complete this battle tactic if that rule.
battle, and can only be used if the points total of Monster is contesting an objective marker that
your army is less than that of your opponent’s army. you control at the end of this turn, and that objective 3 3 Inspiring: Add 1 to the Bravery
characteristic of units while they are wholly
marker is not contested by an enemy Monster.
within 1” of any terrain features with this
If you are allowed to take more than 1 triumph, you can rule.
pick the same triumph more than once if you wish. Savage Spearhead: You complete this battle tactic
if there are 2 or more units from your starting 4 4 Deadly: Each time a unit is set up or
Bloodthirsty: Once per battle, after you make a charge army wholly within your opponent’s territory at finishes a normal move, run, retreat or charge
move within 1” of any terrain features with
roll for a friendly unit, you can say that it is bloodthirsty. the end of this turn. If 2 or more of those units are this rule, roll a dice. On a 1, that unit suffers
If you do so, you can re-roll that charge roll. Monsters, score 1 additional victory point. D3 mortal wounds.

Indomitable: Once per battle, after you take a Slay the Warlord : You complete this battle tactic 5 5 Mystical: Add 1 to chanting and
banishment rolls for models while they
battleshock test for a friendly unit, you can say it is if the model chosen to be your opponent’s general are within 1” of any terrain features with
indomitable. If you do so, no models from that unit is slain this turn. If that model was destroyed by an this rule. In addition, models have a 6+
will flee in that battleshock phase attack made by a friendly Monster or an ability of a ward while they are within 1” of any terrain
friendly Monster, score 1 additional victory point. features with this rule.
Inspired: Once per battle, after you pick a friendly 6 6 Sinister: Subtract 1 from the Bravery
unit to shoot or fight, you can say that it is inspired. characteristic of units while they are wholly
If you do so, add 1 to wound rolls for attacks made within 1” of any terrain features with this rule.
by that unit until the end of that phase..

AoS Reference 1.7.1 | bignob@weirdnobz.com | weirdnobz.com/game-aids


GRAND STRATEGIES BATTLE TACTICS REALM RULES

After you have picked your army, you must pick At the start of your hero phase, you must pick 1 battle The following rules capture the carnivorous nature
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice of Ghur and the effects this feral realm has upon its
it on your army roster. At the end of the battle, to your opponent, and if your battle tactic instructs inhabitants and landscapes.
you to pick something, you must tell your opponent
if you completed your grand strategy, you score what you pick. You have until the end of that turn to
additional victory points as described in the complete the battle tactic. You cannot pick the same Predators and Prey: Once per battle round,
battleplan you are playing. battle tactic more than once per battle. you score 1 additional victory point if any enemy
monsters were slain in that battle round.
Beast Master: When the battle ends, you complete Aggressive Expansion: When you reveal this
battle tactic, pick 2 objective markers on the
this grand strategy if there are any Monsters from battlefield that are not wholly within your territory. Seismic Shift: At the start of the third battle round,
your starting army on the battlefield. You complete this battle tactic if you control both after the players roll off to determine who has the
objective markers at the end of this turn. first turn, the player taking the second turn in that
Dominating Presence: When the battle ends, you battle round can pick 1 objective marker on the
complete this grand strategy if there are more units Bring it Down!: When you reveal this battle tactic, battlefield and remove it from play.
pick 1 enemy Monster on the battlefield. You
from your starting army on the battlefield than there complete this battle tactic if that unit is destroyed
are units from your opponent’s starting army on the during this turn. If that enemy Monster was REALMSPHERE MAGIC
battlefield. destroyed by an attack made by a friendly Monster All Wizards know the following spell in addition
or an ability of a friendly Monster, score 1 to any other that they know:
Hold the Line: When the battle ends, you complete additional victory point.
this grand strategy if there are any Battleline units Broken Ranks: When you reveal this battle tactic, Metamorphosis: Metamorphosis has a casting
from your starting army on the battlefield. pick 1 Battleline unit from your opponent’s starting value of 5 and a range of 12”. If successfully cast, pick
army on the battlefield. You complete this battle 1 friendly Hero that is not a Monster and that is
Pillars of Belief: When the battle ends, you complete tactic if that unit is destroyed during this turn. If that within range and visible to the caster. That Hero gains
this grand strategy if there are any Priests from your unit was destroyed by an attack made by a friendly the Monster keyword until your next hero phase.
Monster or an ability of a friendly Monster,
starting army on the battlefield. score 1 additional victory point.
REALM COMMAND
Predator’s Domain: When the battle ends, you Conquer: When you reveal this battle tactic, pick 1 Each player can use the following command ability
complete this grand strategy if you control more objective marker on the battlefield that your opponent in addition to any others that they can use:
terrain features than your opponent. controls. You complete this battle tactic if you control
that objective marker at the end of this turn. Feral Roar: You can use this command ability at the
Prized Sorcery: When the battle ends, you complete Ferocious Advance: When you reveal this battle start of the combat phase. The unit that receives the
this grand strategy if there are any Wizards from tactic, pick 3 different units from your starting army command must be a Monster. Until the end of that
your starting army on the battlefield. on the battlefield. You complete this battle tactic phase, when you look up a value on that unit’s damage
if all of the units you picked run in the following table, it is treated as if it has suffered 0 wounds.
movement phase and finish that run within 3” of
Sever the Head: When the battle ends, you complete each other. If all 3 of those units are Monsters,
this grand strategy if there are no Heroes from your score 1 additional victory point. MYSTERIOUS TERRAIN
opponent’s starting army on the battlefield.
Monstrous Takeover: When you reveal this battle D6 Scenery Rule
Vendetta: When the battle ends, you complete tactic, pick 1 Monster from your starting army on
the battlefield. You complete this battle tactic if that 1 1 Damned: In your hero phase, you can
this grand strategy if the model chosen to be your Monster is contesting an objective marker that pick 1 friendly unit within 1” of any terrain
opponent’s general has been slain and the model you control at the end of this turn, and that objective features with this rule. That unit suffers D3
chosen to be your general has not been slain. marker is not contested by an enemy Monster. mortal wounds but you can add 1 to hit
Savage Spearhead: You complete this battle tactic rolls for attacks made by that unit until your
TRIUMPHS next hero phase.
if there are 2 or more units from your starting
army wholly within your opponent’s territory at
After you have picked your army, you must pick 1 the end of this turn. If 2 or more of those units are 2 2 Arcane: Add 1 to casting, dispelling
triumph from the list below and record it on your Monsters, score 1 additional victory point. and unbinding rolls for models while they
army roster. A triumph can only be used once per are within 1” of any terrain features with
battle, and can only be used if the points total of Slay the Warlord : You complete this battle tactic this rule.
if the model chosen to be your opponent’s general
your army is less than that of your opponent’s army. is slain this turn. If that model was destroyed by an 3 3 Inspiring: Add 1 to the Bravery
attack made by a friendly Monster or an ability of a characteristic of units while they are wholly
If you are allowed to take more than 1 triumph, friendly Monster, score 1 additional victory point. within 1” of any terrain features with this
you can pick the same triumph more than once if rule.
you wish. KRULEBOYZ BATTLE TACTICS
4 4 Deadly: Each time a unit is set up
Take Dat, Ya Suckers!: You can pick this battle or finishes a normal move, run, retreat
Bloodthirsty: Once per battle, after you make a tactic only if the model picked to be your general has
charge roll for a friendly unit, you can say that it the Kruleboyz keyword. You complete this tactic or charge move within 1” of any terrain
is bloodthirsty. If you do so, you can re-roll that if the following 2 criteria are met: features with this rule, roll a dice. On a 1,
charge roll. - At least 10 wounds or mortal wounds in any that unit suffers D3 mortal wounds.
combination that were caused by friendly units
are allocated to enemy models this turn. 5 5 Mystical: Add 1 to chanting and
Indomitable: Once per battle, after you take a banishment rolls for models while they
battleshock test for a friendly unit, you can say it is - Fewer than 10 wounds or mortal wounds in any are within 1” of any terrain features with
indomitable. If you do so, no models from that unit combination that were caused by enemy units are this rule. In addition, models have a 6+
will flee in that battleshock phase. allocated to friendly models this turn. ward while they are within 1” of any terrain
Time to Get Stuck In!: You can pick this battle tactic features with this rule.
Inspired: Once per battle, after you pick a friendly only in your first or second turn. You complete this
unit to shoot or fight, you can say that it is inspired. tactic if the model picked to be your general and all of 6 6 Sinister: Subtract 1 from the Bravery
If you do so, add 1 to wound rolls for attacks made the models in your army that are on the battlefield are characteristic of units while they are wholly
within 12” of an enemy unit at the end of this turn. within 1” of any terrain features with this rule.
by that unit until the end of that phase.

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