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Warhammer: Age of Sigmar puts you in command of a force of mighty warriors, monsters and war engines.

This rules sheet


contains everything you need to know in order to do battle amid strange and sorcerous realms, to unleash powerful magic, darken
the skies with arrows, and crush your enemies in bloody combat!

THE ARMIES THE BATTLEFIELD MYSTERIOUS LANDSCAPES


Before the conflict begins, rival warlords Be they pillars of flame, altars of brass or The landscapes of the Mortal Realms can
gather their most powerful warriors. haunted ruins, the realms are filled with both aid and hinder your warriors. Unless
strange sights and deadly obstacles. stated otherwise, a model can be moved
In order to play, you must first muster your across scenery but not through it (so you
army from the miniatures in your collection. Battles in Warhammer: Age of Sigmar are cant move through a solid wall, or pass
Armies can be as big as you like, and you can fought across an infinite variety of exciting through a tree, but can choose to have a
use as many models from your collection as landscapes in the Mortal Realms, from model climb up or over them). In addition,
you wish. The more units you decide to use, desolate volcanic plains and treacherous once you have set up all your scenery, either
the longer the game will last and the more sky temples, to lush jungles and cyclopean roll a dice on the following table or pick a
exciting it will be! Typically, a game with ruins. The dominion of Chaos is all- rule from it for each terrain feature:
around a hundred miniatures per side will pervading, and no land is left untouched by
last for about an evening. the blight of war. These wildly fantastical
landscapes are recreated whenever you play THE SCENERY TABLE
WARSCROLLS & UNITS a game of Warhammer: Age of Sigmar. Roll Scenery
All models are described by warscrolls, 1 Damned: If any of your units are
which provide all of the rules for using The table and scenery you use constitute within 3" of this terrain feature in
them in the game. You will need warscrolls your battlefield. A battlefield can be any flat your hero phase, you can declare
for the models you want to use. surface upon which the models can stand that one is making a sacrifice.
for example a dining table or the floor and If you do so, the unit suffers D3
Models fight in units. A unit can have one can be any size or shape provided its bigger mortal wounds, but you can add
or more models, but cannot include models than 3 feet square. 1 to all hit rolls for the unit until
that use different warscrolls. A unit must your next hero phase.
be set up and finish any sort of move as First you should decide in which of the 2 Arcane: Add 1 to the result of
a single group of models, with all models seven Mortal Realms the battle will take any casting or unbinding rolls
within 1" of at least one other model from place. For example, you might decide that made for a wizard within 3" of this
their unit. If anything causes a unit to your battle will take place in the Realm of terrain feature.
become split up during a battle, it must Fire. Sometimes youll need to know this 3 Inspiring: Add 1 to the Bravery
reform the next time that it moves. in order to use certain abilities. If you cant of all units within 3" of this
agree on the realm, roll a dice, and whoever terrainfeature.
TOOLS OF WAR rolls highest decides. 4 Deadly: Roll a dice for any model
In order to fight a battle you will require a that makes a run or charge move
tape measure and some dice. The best battles are fought over lavishly across, or finishing on, this terrain
designed and constructed landscapes, but feature. On a roll of 1 the model
Distances in Warhammer: Age of Sigmar whether you have a lot of scenery or only a isslain.
are measured in inches ("), between the small number of features doesnt matter! A 5 Mystical: Roll a dice in your
closest points of the models or units youre good guide is at least 1 feature for every 2 hero phase for each of your units
measuring to and from. You can measure foot square, but less is okay and more can within 3" of this terrain feature.
distances whenever you wish. A models make for a really interesting battle. On a roll of 1 the unit is befuddled
base isnt considered part of the model its and cant be selected to cast spells,
just there to help the model stand up so To help you decide the placement of your move or attack until your next
dont include it when measuring distances. scenery, you can choose to roll two dice and hero phase. On a roll of 2-6 the
add them together for each 2 foot square unit is ensorcelled, and you can
Warhammer: Age of Sigmar uses six-sided area of your battlefield and consult the re-roll failed wound rolls for the
dice (sometimes abbreviated to D6). If a following table: unit until your next hero phase.
rule requires you to roll a D3, roll a dice 6 Sinister: Any of your units that
and halve the total, rounding fractions up. Roll Terrain Features are within 3" of this terrain feature
Some rules allow you to re-roll a dice roll, 2-3 No terrain features. in your hero phase cause fear until
which means you get to roll some or all of 4-5 2 terrain features. your next hero phase. Subtract 1
the dice again. You can never re-roll a dice 6-8 1 terrain feature. from the Bravery of any enemy
more than once, and re-rolls happen before 9-10 2 terrain features. units that are within 3" of one or
modifiers to the roll (if any) are applied. 11-12 Choose from 0 to 3 terrain features. more units that cause fear.
THE BATTLE BEGINS The opposing player can continue to set up
Thunder rumbles high above as the units. When they have finished, set-up is THE SUDDEN DEATH TABLE
armies take to the battlefield. complete. The player that finishes setting up Assassinate: The enemy player picks
first always chooses who takes the first turn a unit with the Hero, Wizard,
You are now ready for the battle to begin, in the first battle round. Priest or Monster keyword in
but before it does you must set up your their army. Slay the unit that
armies for the coming conflict. THE GENERAL theypick.
Once you have finished setting up all of Blunt: The enemy player picks a unit
SET-UP your units, nominate one of the models you with five or more models in their army.
Before setting up their armies, both players set up as your general. Your general has a Slay the unit that they pick.
roll a dice, rolling again in the case of a tie. command ability, as described in the rules Endure: Have at least one model
The player that rolls higher must divide for the hero phase opposite. which started the battle on the
the battlefield into two equal-sized halves; battlefield still in play at the end of the
their opponent then picks one half to be GLORIOUS VICTORY sixth battleround.
their territory. Some examples of this are In the Mortal Realms battles are brutal Seize Ground: Pick one terrain feature
shown below. and uncompromising they are fought to in enemy territory. Have at least one
the bitter end, with one side able to claim friendly model within 3" of that feature
victory because it has destroyed its foe at the end of the fourth battle round.
or there are no enemy models left on the
Your Territory field of battle. The victor can immediately
claim a major victory and the honours
and triumphs that are due to them, while THE TRIUMPH TABLE
the defeated must repair to their lair to lick Roll Triumph
their wounds and bear the shame of failure. 1-2 Blessed: You can change the result
Enemy Territory
of a single dice to the result of your
If it has not been possible to fight a battle choosing once during the battle.
to its conclusion or the outcome is not 3-4 Inspired: You can re-roll all of the
obvious, then a result of sorts can be failed hit rolls for one unit in your
calculated by comparing the number of army in one combat phase.
models removed from play with the number 5-6 Empowered: Add 1 to your
of models originally set up for the battle for generals Wounds characteristic.
each army. Expressing these as percentages
Your Territory Enemy Territory provides a simple way to determine the
winner. Such a victory can only be claimed BATTLE ROUNDS
as a minor victory. For example, if one Mighty armies crash together amid the
player lost 75% of their starting models, and spray of blood and the crackle of magic.
the other player lost 50%, then the player
that only lost 50% of their models could Warhammer: Age of Sigmar is played in a
claim a minor victory. series of battle rounds, each of which is split
into two turns one for each player. At the
Models added to your army during the start of each battle round, both players roll
Your Territory
game (for example, through summoning, a dice, rolling again in the case of a tie. The
reinforcements, reincarnation and so on) do player that rolls highest decides who takes
not count towards the number of models in the first turn in that battle round. Each turn
the army, but must be counted among the consists of the following phases:
Enemy Territory casualties an army suffers.
1. Hero Phase
SUDDEN DEATH VICTORIES Cast spells and use heroic abilities.
Sometimes a player may attempt to achieve 2. Movement Phase
a sudden death victory. If one army has Move units across the battlefield.
The players then alternate setting up units, a third more models than the other, the 3. Shooting Phase
one at a time, starting with the player that outnumbered player can choose one Attack with missile weapons.
won the earlier dice roll. Models must be objective from the sudden death table 4. Charge Phase
set up in their own territory, more than 12" after generals are nominated. A major Charge units into combat.
from enemy territory. victory can be claimed immediately 5. Combat Phase
when the objective is achieved by the Pile in and attack with melee weapons.
You can continue setting up units until you outnumberedplayer. 6. Battleshock Phase
have set up all the units you want to fight in Test the bravery of depleted units.
this battle, or have run out of space. This is TRIUMPHS
your army. Count the number of models in After any sudden death objectives have been Once the first player has finished their turn,
your army this may come in useful later. chosen, if your army won a major victory the second player takes theirs. Once the
Any remaining units are held in reserve, in its previous battle, roll a dice and look up second player has also finished, the battle
playing no part unless fate lends a hand. the result on the triumph table to the right. round is over and a new one begins.
PRE-BATTLE ABILITIES ENEMY MODELS The first model you move must finish
Some warscrolls allow you to use an ability When you move a model in the movement within " of an enemy model. If thats
after set-up is complete. These abilities are phase, you may not move within 3" of any impossible, the charge has failed and no
used before the first battle round. If both enemy models. Models from your army models in the charging unit can move
armies have abilities like this, both players are friendly models, and models from the in this phase. Once youve moved all the
roll a dice, re-rolling in the case of a tie. The opposing army are enemy models. models in the unit, you can pick another
player that rolls highest gets to use their eligible unit to make a charge, until all units
abilities first, followed by their opponent. Units starting the movement phase within that can charge have done so.
3" of an enemy unit can either remain
stationary or retreat. If you choose to
HERO PHASE retreat, the unit must end its move more COMBAT PHASE
As the armies close in, their leaders use than 3" away from all enemy units. If a unit Carnage engulfs the battlefield as the
sorcerous abilities, make sacrifices to the retreats, then it cant shoot or charge later warring armies tear each other apart.
gods, or give strident commands. that turn (see below).
Any unit that has charged or has models
In your hero phase you can use the wizards RUNNING within 3" of an enemy unit can attack with
in your army to cast spells (see the rules for When you pick a unit to move in the its melee weapons in the combat phase.
wizards on the last page of these rules). movement phase, you can declare that it
will run. Roll a dice and add the result to The player whose turn it is picks a unit to
In addition, other units in your army may the Move characteristic of all models in the attack with, then the opposing player must
have abilities on their warscrolls that can unit for the movement phase. A unit that attack with a unit, and so on until all eligible
be used in the hero phase. Generally, these runs cant shoot or charge later that turn. units on both sides have attacked once
can only be used in your own hero phase. each. If one side completes all its attacks
However, if an ability says it can be used FLYING first, then the other side completes all of its
in every hero phase, then it can be used in If the warscroll for a model says that the remaining attacks, one unit after another.
your opponents hero phase as well as your model can fly, it can pass across models and No unit can be selected to attack more than
own. If both players can use abilities in a scenery as if they were not there. It still may once in each combat phase. An attack is
hero phase, the player whose turn it is gets not finish the move within 3" of an enemy split into two steps: first the unit piles in,
to use all of theirs first. in the movement phase, and if it is already and then you make attacks with the models
within 3" of an enemy it can only retreat or in the unit.
COMMAND ABILITY remain stationary.
In your hero phase, your general can use Step 1: When you pile in, you may move
one command ability. All generals have the each model in the unit up to 3" towards
Inspiring Presence command ability, and SHOOTING PHASE the closest enemy model. This will allow
some may have more on their warscroll. A storm of death breaks over the battle the models in the unit to get closer to the
as arrows fall like rain and war machines enemy in order to attack them.
Inspiring Presence: Pick a unit from your hurl their deadly payloads.
army that is within 12" of your general. The Step 2: Each model in the unit attacks with
unit that you pick does not have to take In your shooting phase you can shoot with all of the melee weapons it is armed with
battleshock tests until your next hero phase. models armed with missile weapons. (see Attacking).

Pick one of your units. You may not pick


MOVEMENT PHASE a unit that ran or retreated this turn. Each BATTLESHOCK PHASE
The ground shakes to the tread of model in the unit attacks with all of the Even the bravest heart may quail when
marching feet as armies vie for position. missile weapons it is armed with (see the horrors of battle take their toll.
Attacking). After all of the models in the
Start your movement phase by picking one unit have shot, you can choose another unit In the battleshock phase, both players must
of your units and moving each model in that to shoot with, until all units that can shoot take battleshock tests for units from their
unit until youve moved all the models you have done so. army that have had models slain during the
want to. You can then pick another unit to turn. The player whose turn it is tests first.
move, until you have moved as many of your
units as you wish. No model can be moved CHARGE PHASE To make a battleshock test, roll a dice and
more than once in each movement phase. Howling bloodcurdling war cries, add the number of models from the unit
warriors hurl themselves into battle to that have been slain this turn. For each
MOVING slay with blade, hammer and claw. point by which the total exceeds the highest
A model can be moved in any direction, Bravery characteristic in the unit, one model
to a distance in inches equal to or less than Any of your units within 12" of the enemy in that unit must flee and is removed from
the Move characteristic on its warscroll. in your charge phase can make a charge play. Add 1 to the Bravery characteristic
It can be moved vertically in order to move. Pick an eligible unit and roll two being used for every 10 models that are in
climb or cross scenery, but cannot be dice. Each model in the unit can move this the unit when the test is taken.
moved across other models. No part of the number in inches. You may not pick a unit
model may move further than the models that ran or retreated this turn, nor one that You must choose which models flee from
Movecharracteristic. is within 3" of the enemy. the units you command.
ATTACKING if a weapon has a -1 Rend characteristic, WIZARDS
Blows hammer down upon the foe, then 1 is subtracted from the save roll. If the The realms are saturated with magic, a
inflicting bloody wounds. result equals or beats the Save characteristic seething source of power for those with
of the models in the target unit, the wound the wit to wield it.
When a unit attacks, you must first pick the is saved and the attack sequence ends. If
target units for the attacks that the models not, the attack is successful, and you must Some models are noted as being a wizard on
in the unit will make, then make all of the determine damage on the target unit. their warscroll. You can use a wizard to cast
attacks, and finally inflict any resulting spells in your hero phase, and can also use
damage on the target units. 4. Determine Damage: Once all of the them to unbind spells in your opponents
attacks made by a unit have been carried hero phase. The number of spells a wizard
The number of attacks a model can make is out, each successful attack inflicts a can attempt to cast or unbind each turn is
determined by the weapons that it is armed number of wounds equal to the Damage detailed on its warscroll.
with. The weapon options a model has are characteristic of the weapon. Most weapons
listed in its description on its warscroll. have a Damage characteristic of 1, but some CASTING SPELLS
Missile weapons can be used in the shooting can inflict 2 or more wounds, allowing All wizards can use the spells described
phase, and melee weapons can be used in them to cause grievous injuries to even the below, as well as any spells listed on their
the combat phase. The number of attacks mightiest foe, or to cleave through more warscroll. A wizard can only attempt to cast
a model can make is equal to the Attacks than one opponent with but a single blow! each spell once per turn.
characteristic for the weapons it can use.
In order to make several attacks at once, all To cast a spell, roll two dice. If the total is
PICKING TARGETS of the attacks must have the same To Hit, To equal to or greater than the casting value of
First, you must pick the target units for Wound, Rend and Damage characteristics, the spell, the spell is successfully cast.
the attacks. In order to attack an enemy and must be directed at the same enemy
unit, an enemy model from that unit must unit. If this is the case, make all of the hit If a spell is cast, the opposing player can
be in range of the attacking weapon (i.e. rolls at the same time, then all of the wound choose any one of their wizards that is
within the maximum distance, in inches, rolls, and finally all of the save rolls; then within 18" of the caster, and that can see
of the Range listed for the weapon making add up the total number of wounds caused. them, and attempt to unbind the spell
the attack), and visible to the attacker (if before its effects are applied. To unbind a
unsure, stoop down and get a look from INFLICTING DAMAGE spell, roll two dice. If the roll beats the roll
behind the attacking model to see if the After all of the attacks made by a unit have used to cast the spell, then the spells effects
target is visible). For the purposes of been carried out, the player commanding are negated. Only one attempt can be made
determining visibility, an attacking model the target unit allocates any wounds that to unbind a spell.
can see through other models in its unit. are inflicted to models from the unit as they
see fit (the models do not have to be within ARCANE BOLT
If a model has more than one attack, you range or visible to an attacking unit). When Arcane Bolt has a casting value of 5. If
can split them between potential target inflicting damage, if you allocate a wound successfully cast, pick an enemy unit
units as you wish. If a model splits its to a model, you must keep on allocating within 18" of the caster and which is visible
attacks between two or more enemy units, wounds to that model until either it is slain, to them. The unit you pick suffers D3
resolve all of the attacks against one unit or no more wounds remain to be allocated. mortal wounds.
before moving onto the next one.
Once the number of wounds suffered by a MYSTIC SHIELD
MAKING ATTACKS model during the battle equals its Wounds Mystic Shield has a casting value of 6.
Attacks can be made one at a time, or, in characteristic, the model is slain. Place the If successfully cast, pick the caster, or a
some cases, you can roll the dice for attacks slain model to one side it is removed from friendly unit within 18" of the caster and
together. The following attack sequence is play. Some warscrolls include abilities that which is visible to them. You can add 1 to
used to make attacks one at a time: allow wounds to be healed. A healed wound all save rolls for the unit you pick until the
no longer has any effect. You cant heal start of your next hero phase.
1. Hit Roll: Roll a dice. If the roll equals wounds on a model that has been slain.
or beats the attacking weapons To Hit
characteristic, then it scores a hit and you MORTAL WOUNDS THE MOST
must make a wound roll. If not, the attack Some attacks inflict mortal wounds. Do not IMPORTANT RULE
fails and the attack sequence ends. make hit, wound or save rolls for a mortal In a game as detailed and wide-ranging as
wound just allocate the wounds to models Warhammer: Age of Sigmar, there may be
2. Wound Roll: Roll a dice. If the roll from the target unit as described above. times when you are not sure exactly how to
equals or beats the attacking weapons resolve a situation that has come up during
To Wound characteristic, then it causes COVER play. When this happens, have a quick
damage and the opposing player must make If all models in a unit are within or on a chat with your opponent, and apply the
a save roll. If not, the attack fails and the terrain feature, you can add 1 to all save solution that makes the most sense to you
attack sequence ends. rolls for that unit to represent the cover they both (or seems the most fun!). If no single
receive from the terrain. This modifier does solution presents itself, both of you should
3. Save Roll: The opposing player rolls a not apply in the combat phase if the unit roll a dice, and whoever rolls higher gets to
dice, modifying the roll by the attacking you are making saves for made a charge choose what happens. Then you can get on
weapons Rend characteristic. For example, move in the same turn. with the fighting!

Warhammer: Age of Sigmar Games Workshop Limited 2015

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