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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. It has 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 is on page 3. 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. It also
includes a QR Code that links to the “all-in-one” Age of Sigmar FAQs PDF provided by AoS Shorts (aosshorts.com).

The second option is for pick up matched play games on page 4. 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.

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 1.9.1
 Fixed a bunch of typos and formatting errors.

Version 1.9
 Added a new reference sheet with the Grand Strategies and Battle Tactics from General’s Handbook 2022 Season 1.

Version 1.8
 Added a QR Code that goes to the “all-in-one” Age of Sigmar FAQs PDF provided by AoS Shorts.
 Rearranged the order of the pages so it makes more sense.

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 Attack and All-out Defense to that section.
 Fixed various typos and formatting issues.

THIS IS NOT AN OFFICIAL GAMES WORKSHOP PUBLICATION

The content of this document is in no way affiliated with Games Workshop and is 100% unofficial. This is a fan project made for personal use. The artwork used in this
document was sourced from the Internet. Please contact me if I have used your art and you want it removed.

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.

Warhammer Age of Sigmar Skirmish, GW, Games Workshop, Warhammer, Warhammer Age of Sigmar, Warhammer Underworlds, Battletome, Stormcast Eternals, and all
associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or ©
Games Workshop Limited, variably registered around the world. All Rights Reserved.

You can visit the official home of Warhammer and Age of Sigmar at: www.games-workshop.com
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 1.9.1 | 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 reflect what it is like to do battle
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice in the cracked and cyclone-scoured lands of Gallet
it on your army roster. At the end of the battle, to your opponent, and if your battle tactic instructs in Ghur. Only the hardiest fighters survive for long
if you completed your grand strategy, you score you to pick something, you must tell your opponent amidst this continent’s unforgiving environments.
additional victory points as described in the what you pick. You have until the end of that turn to
battleplan you are playing. complete the battle tactic. You cannot pick the same SPECIAL RULES
battle tactic more than once per battle. Masters of the Splintered Lands: Friendly
Defend What’s Ours: When the battle ends, you Battleline units that have a wounds characteristic
Against the Odds: Pick 1 unit from your starting
complete this grand strategy if there are no enemy army on the battlefield. You complete this battle of 4 or less and do not have mounts gain the
units wholly within your territory. tactic, if at the end of the turn, any models from Galletian Veterans keyword.
that unit are contesting an objective you control
Demonstration of Strength: When the battle and that objective is not being contested by enemy Proving Grounds: At the start of each battle round,
ends, you complete this grand strategy if there are Galletian Veterans models. after the players have determined who will take
3 or more Galletian Veterans units from your the first turn, the player who will take the second
starting army on the battlefield. An Eye for an Eye: You complete this battle turn can pick 1 objective on the battlefield to be
tactic if 1 or more friendly units were destroyed in the proving ground until the end of that battle
No Place for the Weak: When the battle ends, the previous turn and 1 or more enemy units are round. The same objective cannot be picked as the
you complete this grand strategy if there are no destroyed this turn. proving ground more than once per battle, and only
Battleline units from your opponent’s starting army 1 objective can be marked as the proving ground
on the battlefield. Barge Through Enemy Lines: You complete this
at any one time. Only models in units with the
battle tactic if there are 2 or more units from your
starting army wholly within your opponent’s Galletian Veterans keyword can contest an
Show of Dominance: When the battle ends, you objective marked as the proving ground.
complete this grand strategy if there are any friendly territory at the end of this turn. If 2 or more of those
units are Galletian Veterans, score 1 additional
Galletian Veterans units in each quarter of the victory point. The Bonds of Battle: When a model in a
battlefield. Galletian Veterans unit makes an attack with
Desecrate Their Lands: Pick 1 terrain feature or a melee weapon, you can target an enemy unit
Take What’s Theirs: When the battle ends, you faction terrain feature that is partially or wholly within ½” of another model from that Galletian
complete this grand strategy if there are more within your opponent’s territory. You complete this Veterans unit instead of using the weapon’s
friendly units than enemy units wholly within your battle tactic if you control that terrain feature at the Range characteristic for that attack. If you do so, the
opponent’s territory. end of this turn. attacking model must be within ½” of another model
from its own unit that is within ½” of the target.
Tame the Land: When the battle ends, you Gaining Momentum: Pick 1 enemy unit on the
complete this grand strategy if you control all of the battlefield. You complete this battle tactic if that
REALMSPHERE MAGIC
objectives on the battlefield that are wholly outside unit is destroyed during this turn and you control
more objectives than your opponent at the end of All Wizards know the following spell in addition
your territory. to any other that they know:
this turn.
MYSTERIOUS TERRAIN Gaze of Ghur: Gaze of Ghur is a spell that has a
Head-to-Head: Pick 1 enemy Galletian
Veterans unit on the battlefield. You complete casting value of 7 and a range of 12”. If successfully
D6 Scenery Rule this battle tactic if that unit is destroyed during this cast, pick 1 enemy unit within range and visible to
turn by an attack made by a friendly Galletian the caster. When determining the number of models
1 1 Damned: In your hero phase, you can Veterans unit or an ability of a friendly in that enemy unit that are contesting an objective,
pick 1 friendly unit within 1” of any terrain Galletian Veterans unit. your opponent must halve that number, rounding
features with this rule. That unit suffers D3 down.
Outmuscle: Pick 1 enemy Galletian Veterans
mortal wounds but you can add 1 to hit unit that has any models contesting an objective
rolls for attacks made by that unit until your REALM COMMAND
marked as the proving ground. You complete this
next hero phase. battle tactic if no models from that enemy unit are Each player can use the following command ability
contesting the proving ground at the end of this turn. in addition to any others that they can use:
2 2 Arcane: Add 1 to casting, dispelling
and unbinding rolls for models while they This One’s Mine!: Pick 1 enemy unit on the Overwhelming Assault: You can use this command
are within 1” of any terrain features with battlefield. You complete this battle tactic if that unit ability at the end of your charge phase. The unit
this rule. is destroyed during this turn by an attack made by the that receives the command must be a Galletian
model picked to be your general. Veterans unit that has 10 or more models. Pick 1
3 3 Inspiring: Add 1 to the Bravery enemy unit within 1” of that unit that has a Wounds
characteristic of units while they are wholly TRIUMPHS characteristic of 4 or less and roll a dice. If the roll is
within 1” of any terrain features with this greater than the number or models in the enemy unit,
After you have picked your army, you must pick 1 the strike-last effect applies to that enemy unit in the
rule. triumph from the list below and record it on your following combat phase.
4 4 Deadly: Each time a unit is set up army roster. A triumph can only be used once per
battle, and can only be used if the points total of
or finishes a normal move, run, retreat
your army is less than that of your opponent’s army. AOS COMBINED FAQ
or charge move within 1” of any terrain
features with this rule, roll a dice. On a 1, Bloodthirsty: Once per battle, after you make a The below QR Code links to the “all-in-one”
that unit suffers D3 mortal wounds. charge roll for a friendly unit, you can say that it Age of Sigmar FAQ PDF provided by AoS Shorts.
is bloodthirsty. If you do so, you can re-roll that The document is kept current and has a hyperlinked
5 5 Mystical: Add 1 to chanting and charge roll. table of contents so you can easily find what you need.
banishment rolls for models while they
are within 1” of any terrain features with Indomitable: Once per battle, after you take a
this rule. In addition, models have a 6+ battleshock test for a friendly unit, you can say it is
ward while they are within 1” of any terrain indomitable. If you do so, no models from that unit
will flee in that battleshock phase.
features with this rule.
6 6 Sinister: Subtract 1 from the Bravery Inspired: Once per battle, after you pick a friendly
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 1.9.1 | 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
to your opponent, and if your battle tactic instructs
it on your army roster. At the end of the battle, 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 Seismic Shift: At the start of the third battle round,
battlefield that are not wholly within your territory.
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.
from your starting army on the battlefield than there pick 1 enemy Monster on the battlefield. You
complete this battle tactic if that unit is destroyed REALMSPHERE MAGIC
are units from your opponent’s starting army on the
during this turn. If that enemy Monster was
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 Metamorphosis: Metamorphosis has a casting
from your starting army on the battlefield. Broken Ranks: When you reveal this battle tactic, value of 5 and a range of 12”. If successfully cast, pick
pick 1 Battleline unit from your opponent’s starting 1 friendly Hero that is not a Monster and that is
army on the battlefield. You complete this battle
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.
starting army on the battlefield. Monster or an ability of a friendly Monster,
score 1 additional victory point. REALM COMMAND
Predator’s Domain: When the battle ends, you Each player can use the following command ability
Conquer: When you reveal this battle tactic, pick 1 in addition to any others that they can use:
complete this grand strategy if you control more
objective marker on the battlefield that your opponent
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 start of the combat phase. The unit that receives the
this grand strategy if there are any Wizards from Ferocious Advance: When you reveal this battle command must be a Monster. Until the end of that
your starting army on the battlefield. tactic, pick 3 different units from your starting army phase, when you look up a value on that unit’s damage
on the battlefield. You complete this battle tactic table, it is treated as if it has suffered 0 wounds.
if all of the units you picked run in the following
Sever the Head: When the battle ends, you complete movement phase and finish that run within 3” of
this grand strategy if there are no Heroes from your each other. If all 3 of those units are Monsters, MYSTERIOUS TERRAIN
opponent’s starting army on the battlefield. score 1 additional victory point.
D6 Scenery Rule
Vendetta: When the battle ends, you complete Monstrous Takeover: When you reveal this battle
tactic, pick 1 Monster from your starting army on 1 1 Damned: In your hero phase, you can
this grand strategy if the model chosen to be your pick 1 friendly unit within 1” of any terrain
the battlefield. You complete this battle tactic if that
opponent’s general has been slain and the model Monster is contesting an objective marker that features with this rule. That unit suffers D3
chosen to be your general has not been slain. you control at the end of this turn, and that objective mortal wounds but you can add 1 to hit
marker is not contested by an enemy Monster. rolls for attacks made by that unit until your
TRIUMPHS next hero phase.
Savage Spearhead: You complete this battle tactic
if there are 2 or more units from your starting 2 2 Arcane: Add 1 to casting, dispelling
After you have picked your army, you must pick 1
army wholly within your opponent’s territory at and unbinding rolls for models while they
triumph from the list below and record it on your the end of this turn. If 2 or more of those units are
army roster. A triumph can only be used once per Monsters, score 1 additional victory point. are within 1” of any terrain features with
battle, and can only be used if the points total of this rule.
your army is less than that of your opponent’s army. Slay the Warlord : You complete this battle tactic 3 3 Inspiring: Add 1 to the Bravery
if the model chosen to be your opponent’s general
is slain this turn. If that model was destroyed by an characteristic of units while they are wholly
If you are allowed to take more than 1 triumph, within 1” of any terrain features with this
attack made by a friendly Monster or an ability of a
you can pick the same triumph more than once if friendly Monster, score 1 additional victory point. rule.
you wish.
AOS COMBINED FAQ 4 4 Deadly: Each time a unit is set up
Bloodthirsty: Once per battle, after you make a or finishes a normal move, run, retreat
charge roll for a friendly unit, you can say that it The below QR Code links to the “all-in-one” or charge move within 1” of any terrain
Age of Sigmar FAQ PDF provided by AoS Shorts. features with this rule, roll a dice. On a 1,
is bloodthirsty. If you do so, you can re-roll that
The document is kept current and has a hyperlinked that unit suffers D3 mortal wounds.
charge roll. table of contents so you can easily find what you need.
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 are within 1” of any terrain features with
indomitable. If you do so, no models from that unit this rule. In addition, models have a 6+
will flee in that battleshock phase. ward while they are within 1” of any terrain
features with this rule.
Inspired: Once per battle, after you pick a friendly
unit to shoot or fight, you can say that it is inspired. 6 6 Sinister: Subtract 1 from the Bravery
If you do so, add 1 to wound rolls for attacks made characteristic of units while they are wholly
by that unit until the end of that phase. within 1” of any terrain features with this rule.
AoS Reference 1.9 | 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 1.9 | 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 1.9.1 | 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 reflect what it is like to do battle
1 grand strategy from the list below and record tactic from the list below. You must reveal your choice in the cracked and cyclone-scoured lands of Gallet
it on your army roster. At the end of the battle, to your opponent, and if your battle tactic instructs in Ghur. Only the hardiest fighters survive for long
if you completed your grand strategy, you score you to pick something, you must tell your opponent amidst this continent’s unforgiving environments.
additional victory points as described in the what you pick. You have until the end of that turn to
battleplan you are playing. complete the battle tactic. You cannot pick the same SPECIAL RULES
battle tactic more than once per battle. Masters of the Splintered Lands: Friendly
Defend What’s Ours: When the battle ends, you Battleline units that have a wounds characteristic
Against the Odds: Pick 1 unit from your starting
complete this grand strategy if there are no enemy army on the battlefield. You complete this battle of 4 or less and do not have mounts gain the
units wholly within your territory. tactic, if at the end of the turn, any models from Galletian Veterans keyword.
that unit are contesting an objective you control
Demonstration of Strength: When the battle and that objective is not being contested by enemy Proving Grounds: At the start of each battle round,
ends, you complete this grand strategy if there are Galletian Veterans models. after the players have determined who will take
3 or more Galletian Veterans units from your the first turn, the player who will take the second
starting army on the battlefield. An Eye for an Eye: You complete this battle turn can pick 1 objective on the battlefield to be
tactic if 1 or more friendly units were destroyed in the proving ground until the end of that battle
No Place for the Weak: When the battle ends, the previous turn and 1 or more enemy units are round. The same objective cannot be picked as the
you complete this grand strategy if there are no destroyed this turn. proving ground more than once per battle, and only
Battleline units from your opponent’s starting army 1 objective can be marked as the proving ground
on the battlefield. Barge Through Enemy Lines: You complete this
at any one time. Only models in units with the
battle tactic if there are 2 or more units from your
starting army wholly within your opponent’s Galletian Veterans keyword can contest an
Show of Dominance: When the battle ends, you objective marked as the proving ground.
complete this grand strategy if there are any friendly territory at the end of this turn. If 2 or more of those
units are Galletian Veterans, score 1 additional
Galletian Veterans units in each quarter of the victory point. The Bonds of Battle: When a model in a
battlefield. Galletian Veterans unit makes an attack with
Desecrate Their Lands: Pick 1 terrain feature or a melee weapon, you can target an enemy unit
Take What’s Theirs: When the battle ends, you faction terrain feature that is partially or wholly within ½” of another model from that Galletian
complete this grand strategy if there are more within your opponent’s territory. You complete this Veterans unit instead of using the weapon’s
friendly units than enemy units wholly within your battle tactic if you control that terrain feature at the Range characteristic for that attack. If you do so, the
opponent’s territory. end of this turn. attacking model must be within ½” of another model
from its own unit that is within ½” of the target.
Tame the Land: When the battle ends, you Gaining Momentum: Pick 1 enemy unit on the
complete this grand strategy if you control all of the battlefield. You complete this battle tactic if that
REALMSPHERE MAGIC
objectives on the battlefield that are wholly outside unit is destroyed during this turn and you control
more objectives than your opponent at the end of All Wizards know the following spell in addition
your territory. to any other that they know:
this turn.
MYSTERIOUS TERRAIN Gaze of Ghur: Gaze of Ghur is a spell that has a
Head-to-Head: Pick 1 enemy Galletian
Veterans unit on the battlefield. You complete casting value of 7 and a range of 12”. If successfully
D6 Scenery Rule this battle tactic if that unit is destroyed during this cast, pick 1 enemy unit within range and visible to
turn by an attack made by a friendly Galletian the caster. When determining the number of models
1 1 Damned: In your hero phase, you can Veterans unit or an ability of a friendly in that enemy unit that are contesting an objective,
pick 1 friendly unit within 1” of any terrain Galletian Veterans unit. your opponent must halve that number, rounding
features with this rule. That unit suffers D3 down.
Outmuscle: Pick 1 enemy Galletian Veterans
mortal wounds but you can add 1 to hit unit that has any models contesting an objective
rolls for attacks made by that unit until your REALM COMMAND
marked as the proving ground. You complete this
next hero phase. battle tactic if no models from that enemy unit are Each player can use the following command ability
contesting the proving ground at the end of this turn. in addition to any others that they can use:
2 2 Arcane: Add 1 to casting, dispelling
and unbinding rolls for models while they This One’s Mine!: Pick 1 enemy unit on the Overwhelming Assault: You can use this command
are within 1” of any terrain features with battlefield. You complete this battle tactic if that unit ability at the end of your charge phase. The unit
this rule. is destroyed during this turn by an attack made by the that receives the command must be a Galletian
model picked to be your general. Veterans unit that has 10 or more models. Pick 1
3 3 Inspiring: Add 1 to the Bravery enemy unit within 1” of that unit that has a Wounds
characteristic of units while they are wholly TRIUMPHS characteristic of 4 or less and roll a dice. If the roll is
within 1” of any terrain features with this greater than the number or models in the enemy unit,
After you have picked your army, you must pick 1 the strike-last effect applies to that enemy unit in the
rule. triumph from the list below and record it on your following combat phase.
4 4 Deadly: Each time a unit is set up army roster. A triumph can only be used once per
battle, and can only be used if the points total of
or finishes a normal move, run, retreat
your army is less than that of your opponent’s army. AOS COMBINED FAQ
or charge move within 1” of any terrain
features with this rule, roll a dice. On a 1, Bloodthirsty: Once per battle, after you make a The below QR Code links to the “all-in-one”
that unit suffers D3 mortal wounds. charge roll for a friendly unit, you can say that it Age of Sigmar FAQ PDF provided by AoS Shorts.
is bloodthirsty. If you do so, you can re-roll that The document is kept current and has a hyperlinked
5 5 Mystical: Add 1 to chanting and charge roll. table of contents so you can easily find what you need.
banishment rolls for models while they
are within 1” of any terrain features with Indomitable: Once per battle, after you take a
this rule. In addition, models have a 6+ battleshock test for a friendly unit, you can say it is
ward while they are within 1” of any terrain indomitable. If you do so, no models from that unit
will flee in that battleshock phase.
features with this rule.
6 6 Sinister: Subtract 1 from the Bravery Inspired: Once per battle, after you pick a friendly
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 1.9.1 | 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
to your opponent, and if your battle tactic instructs
it on your army roster. At the end of the battle, 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 Seismic Shift: At the start of the third battle round,
battlefield that are not wholly within your territory.
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.
from your starting army on the battlefield than there pick 1 enemy Monster on the battlefield. You
complete this battle tactic if that unit is destroyed REALMSPHERE MAGIC
are units from your opponent’s starting army on the
during this turn. If that enemy Monster was
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 Metamorphosis: Metamorphosis has a casting
from your starting army on the battlefield. Broken Ranks: When you reveal this battle tactic, value of 5 and a range of 12”. If successfully cast, pick
pick 1 Battleline unit from your opponent’s starting 1 friendly Hero that is not a Monster and that is
army on the battlefield. You complete this battle
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.
starting army on the battlefield. Monster or an ability of a friendly Monster,
score 1 additional victory point. REALM COMMAND
Predator’s Domain: When the battle ends, you Each player can use the following command ability
Conquer: When you reveal this battle tactic, pick 1 in addition to any others that they can use:
complete this grand strategy if you control more
objective marker on the battlefield that your opponent
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 start of the combat phase. The unit that receives the
this grand strategy if there are any Wizards from Ferocious Advance: When you reveal this battle command must be a Monster. Until the end of that
your starting army on the battlefield. tactic, pick 3 different units from your starting army phase, when you look up a value on that unit’s damage
on the battlefield. You complete this battle tactic table, it is treated as if it has suffered 0 wounds.
if all of the units you picked run in the following
Sever the Head: When the battle ends, you complete movement phase and finish that run within 3” of
this grand strategy if there are no Heroes from your each other. If all 3 of those units are Monsters, MYSTERIOUS TERRAIN
opponent’s starting army on the battlefield. score 1 additional victory point.
D6 Scenery Rule
Vendetta: When the battle ends, you complete Monstrous Takeover: When you reveal this battle
tactic, pick 1 Monster from your starting army on 1 1 Damned: In your hero phase, you can
this grand strategy if the model chosen to be your pick 1 friendly unit within 1” of any terrain
the battlefield. You complete this battle tactic if that
opponent’s general has been slain and the model Monster is contesting an objective marker that features with this rule. That unit suffers D3
chosen to be your general has not been slain. you control at the end of this turn, and that objective mortal wounds but you can add 1 to hit
marker is not contested by an enemy Monster. rolls for attacks made by that unit until your
TRIUMPHS next hero phase.
Savage Spearhead: You complete this battle tactic
if there are 2 or more units from your starting 2 2 Arcane: Add 1 to casting, dispelling
After you have picked your army, you must pick 1
army wholly within your opponent’s territory at and unbinding rolls for models while they
triumph from the list below and record it on your the end of this turn. If 2 or more of those units are
army roster. A triumph can only be used once per Monsters, score 1 additional victory point. are within 1” of any terrain features with
battle, and can only be used if the points total of this rule.
your army is less than that of your opponent’s army. Slay the Warlord : You complete this battle tactic 3 3 Inspiring: Add 1 to the Bravery
if the model chosen to be your opponent’s general
is slain this turn. If that model was destroyed by an characteristic of units while they are wholly
If you are allowed to take more than 1 triumph, within 1” of any terrain features with this
attack made by a friendly Monster or an ability of a
you can pick the same triumph more than once if friendly Monster, score 1 additional victory point. rule.
you wish.
AOS COMBINED FAQ 4 4 Deadly: Each time a unit is set up
Bloodthirsty: Once per battle, after you make a or finishes a normal move, run, retreat
charge roll for a friendly unit, you can say that it The below QR Code links to the “all-in-one” or charge move within 1” of any terrain
Age of Sigmar FAQ PDF provided by AoS Shorts. features with this rule, roll a dice. On a 1,
is bloodthirsty. If you do so, you can re-roll that
The document is kept current and has a hyperlinked that unit suffers D3 mortal wounds.
charge roll. table of contents so you can easily find what you need.
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 are within 1” of any terrain features with
indomitable. If you do so, no models from that unit this rule. In addition, models have a 6+
will flee in that battleshock phase. ward while they are within 1” of any terrain
features with this rule.
Inspired: Once per battle, after you pick a friendly
unit to shoot or fight, you can say that it is inspired. 6 6 Sinister: Subtract 1 from the Bravery
If you do so, add 1 to wound rolls for attacks made characteristic of units while they are wholly
by that unit until the end of that phase. within 1” of any terrain features with this rule.
AoS Reference 1.9.1 | 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 1.9 | bignob@weirdnobz.com | weirdnobz.com/game-aids

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