AoS · Spearhead
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Spearhead Rules

In this chapter

Spearhead is a fast, tactical small-scale game mode. Each army comes as a self-contained box set, and battles are fought on a compact battlefield in about an hour and a half. Spearhead warscrolls are similar to battletome warscrolls but tailored to Spearhead, so no battletome is needed.

Getting Started

  1. Pick a Spearhead army: a fixed set of units with its own rules and warscrolls. Each has a matching box set.
  2. Choose a realm battlefield: each side is themed around one of the Mortal Realms.
  3. Pick your regiment ability and enhancement: each army has 2 regiment abilities and 4 enhancements for its general. Pick 1 of each at the start of the battle.
  4. Prepare your warscrolls: each warscroll shows how fast and tough a unit is, its weapons and abilities, and its keywords (Hero, Wizard, Monster, Infantry…).
  5. Fight the battle: score victory points; the player with the most at the end wins.

When a box can build one of two units, check the army's Spearhead rules for which to build. Options such as champions, standard bearers, musicians and special weapons are mostly simplified in Spearhead, but are worth building for other battlepacks.

1.0 Spearhead Armies

Each player commands a Spearhead army. The Advanced Rules are not needed.

1.1 Army Composition

The first page of each army's rules lists its units and its general. Unlike other armies, a Spearhead army's composition is fixed.

1.2 Battle Traits

Every Spearhead army has one or more battle traits: powerful, thematic abilities used in every battle.

1.3 Regiment Abilities

Every Spearhead army has a choice of 2 regiment abilities, each giving the army a different strength.

1.4 Enhancements

Every Spearhead army has 4 enhancements to pick from, upgrades for the army's general.

1.5 Spearhead Warscrolls

Spearhead warscrolls are tailored to Spearhead and cannot be used with other battlepacks.

Wizards and Priests in Spearhead: the Magic module of the Advanced Rules is not used. There are no unbinding rolls and no miscasts. Spells and prayers are resolved like any other ability.

2.0 Realm Battlefields

Once the armies are picked, the players agree on a realm battlefield. Each comes with a matching Spearhead deck and battleplan. A realm battlefield is 30" × 22" and double-sided, each side a different Mortal Realm. The first, Fire and Jade, has Aqshy (the Realm of Fire) on one side and Ghyran (the Realm of Life) on the other.

3.0 Spearhead Decks

Each realm battlefield has a Spearhead deck: 2 twist decks (one per side) and 2 battle tactic decks (one per player).

3.1 Twist Cards

A twist is a special rule for the battle round being played. Each twist deck matches one side of the realm battlefield. Twists generally favour the underdog.

3.2 Battle Tactic Cards

Each card has a battle tactic and a command. Either score the battle tactic at the end of your turn if you meet its conditions, or use the command for a more immediate benefit. You cannot do both.

Each command says when it can be used and what it does; after it is resolved the card is discarded. You can issue multiple commands to the same unit in the same phase. Battle tactics are normally kept secret.

4.0 Spearhead Battleplans

Each realm battlefield has a matching battleplan explaining how to fight the battle and determine the winner (see the Battleplans chapter under Scenarios).

5.0 Terrain

Every Spearhead battle has 2 large and 2 small terrain features. Before deployment, each player sets up 1 large and 1 small terrain feature wholly within their territory. Terrain features have passive abilities by size:

TerrainAbilities
Large terrain featureCover, Obscuring, Unstable
Small terrain featureCover, Unstable
  • Cover: subtract 1 from hit rolls for attacks that target a unit behind or wholly on this terrain feature, unless that unit charged or has the Fly keyword.
  • Obscuring: a unit behind or wholly on this terrain feature cannot be targeted by shooting attacks, unless it has the Fly keyword.
  • Unstable: models can move across but cannot be set up on or end any type of move on any part of this terrain feature more than 1" tall.

Behind terrain: when a unit is targeted by an attack, if no straight line can be drawn from the closest point on the attacking model's base to the closest point on a model in the target unit's base without passing over a terrain feature, the target is behind a terrain feature for that attack.

Large terrain blocks visibility, so units can hide behind it, but not from units with Fly.

6.0 Objectives

Objectives are printed on the realm battlefield; the whole circle is the objective, not just the central symbol. Each is named after a mythical godbeast.

6.1 Contesting Objectives

In Spearhead, a model on an objective (wholly or partially) contests it. Control is determined as in Core Rules 32.2. Rules that require more friendly than enemy models contesting a terrain feature (e.g. the twist 'Take the Land' or the battle tactic 'Hold Ground') use the control scores of the contesting units, as for terrain control (Core Rules 32.3).

7.0 Reinforcements

Units with the Reinforcements keyword can return after being destroyed as replacement units (Core Rules 24.2). They have an icon in the top-right corner of their warscroll. If any of your units have it, you can use:

Call for Reinforcements · Once Per Turn, Your Movement Phase · Core
Declare: Pick a friendly Reinforcements unit that has been destroyed.
Effect: Set up an identical replacement unit wholly within friendly territory, wholly within 6" of the battlefield edge and not in combat.

Each Reinforcements unit can only be replaced once. Replacement units cannot themselves be replaced.

Spearhead Reference

Pre-battle sequence

  • Roll off. The winner chooses attacker and defender.
  • The attacker picks a regiment ability and enhancement, then the defender.
  • The defender chooses the Aqshy or Ghyran side.
  • The defender picks a deployment map (horizontal or diagonal) and their territory.
  • The defender sets up 1 large and 1 small terrain feature, then the attacker. Terrain goes wholly within friendly territory, more than 6" from other terrain and more than 3" from both long edges and enemy territory, never on objectives.

Deployment: the attacker sets up their army first, then the defender, wholly within friendly territory and more than 6" from enemy territory.

Start of battle round

  • First battle round: the attacker chooses who goes first. Later: priority roll (Core Rules 12.0).
  • Determine the underdog (Core Rules 12.0).
  • Draw a twist card.
  • Draw battle tactic cards.
  • Use Start of Battle Round abilities.

Seizing the initiative: if the player who went second last round wins the priority roll and goes first, they draw no battle tactic cards that round, unless they are the underdog and 5 or more VP behind.

Battle tactic cards

  • Start of the first battle round: draw 3.
  • Later rounds: discard any if you wish, then draw up to 3.

Victory points, at the end of each of your turns:

  • 1 VP for controlling at least one objective
  • 1 VP for controlling two or more objectives
  • 1 VP for controlling more objectives than your opponent
  • 1 VP per battle tactic completed this turn

Phases: Start of Turn → Hero → Movement → Shooting → Charge → Combat → End of Turn

Rules

Core Rules

In this chapter

Spearhead runs on the Warhammer Age of Sigmar Core Rules. This chapter is the full Core Rules. Rules used only in Spearhead (realm battlefields, cards, terrain, reinforcements) are in the Spearhead Rules chapter.

1.0 Core Concepts

Battles in Warhammer Age of Sigmar are fought on a surface referred to as the battlefield. Each battle uses a scenario called a battleplan, which explains how to set up the battlefield and how to determine the winner.

Each player is the commander of an army. Each army belongs to a faction and is made up of groups of models called units. Models and units in your army are friendly; models and units in your opponent's army are enemy.

If you meet a rules situation you aren't sure how to resolve, discuss it with your opponent and agree on a fair and reasonable solution so you can get on with the game. The Special Rules section includes detailed instructions for these situations.

2.0 Tools of War

To fight a battle you need a tape measure, some dice, a surface to play on (the battlefield) and 2 armies of Citadel Miniatures.

2.1 Measuring Distances

Distances are measured in inches ("), between the closest points on the bases of the models you're measuring to and from. You can measure distances whenever you wish. When measuring between units, measure between the closest points on the bases of the closest models in each unit. If a model does not have a base, measure to and from the closest point on the model instead.

2.1.1 Within and Wholly Within

  • A model is within a certain distance of something (e.g. another unit, a territory or an objective) if any part of its base is within that distance.
  • A model is wholly within a certain distance of something if every part of its base is within that distance.
  • A unit is within a distance if any part of the base of any model in the unit is within that distance. A unit is wholly within a distance if every part of the bases of all models in the unit is within that distance.

2.2 Dice

Warhammer Age of Sigmar uses six-sided dice, often abbreviated to D6.

  • '2D6', '3D6' and so on: roll that many dice and add the results together.
  • A roll of '2+' means 2 or more, '3+' means 3 or more, and so on.
  • To roll a D3, roll a dice, halve the total and round up. For D3 rolls, '2+' means a result of 2 or more after halving and rounding up.
  • Effects that modify a dice roll are called modifiers.
  • Some rules allow you to re-roll a dice roll, rolling some or all of the dice again. You cannot re-roll a dice more than once, and re-rolls happen before modifiers are applied.
  • To roll off, each player rolls a dice; the higher roll wins. On a tie, roll off again until there is a clear winner, unless otherwise specified.

3.0 Factions

Each army belongs to a faction, e.g. Stormcast Eternals or Skaven. Each faction has faction rules such as battle traits, battle formations, enhancements and lores. In Spearhead, each army uses its own set of Spearhead rules.

4.0 Warscrolls

The rules for each unit are contained on a warscroll.

ItemMeaning
MoveHow quickly the unit can move across the battlefield (15.0)
HealthHow many damage points can be allocated to the unit before a model is slain (18.2)
ControlHow well each model in the unit can contest objectives (32.2)
SaveThe roll needed to save a model from harm; lower is better (17.0)
Unit typeShown under the warscroll name
KeywordsThe keywords the unit has (5.1)
WeaponsMelee weapons make combat attacks, ranged weapons make shooting attacks. Each has its own characteristics (16.0)
AbilitiesAny special abilities the unit can use (5.0)

5.0 Abilities

Most things units can do are called abilities. An ability has these parts:

  1. Timing: when it can be used (e.g. Your Shooting Phase).
  2. Name and description
  3. Declare instructions
  4. Effect
  5. Keywords

Ability icons give you an idea of what kind of effect the ability has (movement, offensive, defensive, shooting, rallying, special, control).

5.1 Keywords

Some abilities list keywords on their keywords bar, e.g. 'Shoot' has the Core, Attack and Shoot keywords. Units also have a keywords bar on their warscroll.

Keywords tell you which abilities can be used or which units can be picked as targets. For example, the 'Charge' ability can only be used by a unit that did not use an ability with the Run or Retreat keyword earlier in the turn. Singular and plural forms of a keyword are synonymous.

5.2 Using Abilities

The timing of an ability tells you when it can be used. Follow these steps:

  1. Declare the Ability: tell your opponent which ability is being used. Resolve any Declare instructions now.
  2. Use Reactions: starting with the player using the ability, the players alternate using any abilities with an appropriate Reaction timing. Players can pass instead, but once both players consecutively pass, no further reactions to that ability can be used.
  3. Resolve the Effect: follow the instructions in the Effect.

5.3 The Rules of One

  • A unit cannot use more than 1 Core ability per phase (14.0).
  • A unit cannot use the same ability more than once per phase, unless specified otherwise. This includes reactions.
  • A unit cannot be affected by the same passive ability more than once at the same time. For example, a unit within range of two terrain features with the 'Cover' passive ability is only affected once.

5.4 Passive Abilities

Abilities with the Passive timing are not declared. Their effects always apply if their conditions are met, and they must be applied if possible.

Abilities example: Ben's Rat Ogors have charged Jes's Liberators, and it is Ben's turn to pick a unit to fight. Ben declares 'Fight', picks his Rat Ogors, piles in and picks the Liberators as the target of all their attacks. In the reaction step Ben uses 'All-out Attack' (+1 to hit) and Jes answers with 'All-out Defence' (+1 to save). Ben passes, then Jes passes, and the effect is resolved: 2 Liberators are slain. (All-out Attack and All-out Defence are Advanced Rules and are not used in Spearhead.)

6.0 Visibility

A target model is visible to an observing model if you can draw a straight line through the air (horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except other models in the observing model's unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always visible to itself.

Visibility examples: any visible part counts, enemy models block sight, models never block their own unit.
Visibility examples: any visible part counts, enemy models block sight, models never block their own unit.

If a rule requires a target to be both within a given range of and visible to the unit using the ability (or a model in that unit), both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another is visible but not in range.

  • If any part of a model can be seen, even just the tip of a spear, it is visible. If in doubt, stoop down behind the observing model.
  • Enemy models can block visibility.
  • Models don't block the visibility of other models in their own unit.

7.0 Combat Range

Each model has a combat range that extends 3" horizontally from its base and any distance vertically, forming a cylinder. A unit's combat range extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other's combat range and visible to each other are in combat. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat. A model is in combat with an enemy unit if that unit is within the model's combat range and visible to it.

Combat range: 3" from the edge of each base, forming a cloud around the unit; models that are not visible are not in combat.
Combat range: 3" from the edge of each base, forming a cloud around the unit; models that are not visible are not in combat.
  • Combat range is measured from the edge of the base, not the centre.
  • An enemy model within combat range but hidden behind a wall is not visible, so it is not in combat.
  • A unit is in combat with a visible enemy unit if any of its models are within that enemy unit's combat range, even if other models are not.

8.0 The Armies

Before a battle, both players need an army. Spearhead uses fixed Spearhead armies.

9.0 Battleplans

Before any battle, pick a battleplan. Each battleplan outlines territories, objectives and victory conditions, plus any special rules for that battle.

9.1 Battlefield Map

Each battleplan includes a battlefield map divided into quarters, showing objectives and the players' territories.

9.1.1 Setting Up Objectives and Terrain Features

Unless otherwise specified, first set up objective markers at the gold circles on the deployment map, then set up terrain features in a mutually agreeable manner. If an objective is set up on a corner of the battlefield, the centre of the marker goes on the corner.

9.1.2 Territories

Unless otherwise specified, after terrain has been set up the players roll off. The winner decides which territory belongs to which player; their opponent decides who begins deployment.

  • A unit is within a territory if any part of the base of any model in it is within that territory.
  • A unit is wholly within a territory if every part of the base of every model is within it.
  • The area that is neither player's territory is neutral territory.
  • A unit that is not on the battlefield (destroyed or in reserve) does not count as 'outside' or 'wholly outside' friendly territory.

10.0 The Deployment Phase

Once the battlefield is ready, the players deploy their armies in the deployment phase, which happens once per battle before the first battle round. (Spearhead battleplans replace this with their own deployment.)

  1. Deploy Faction Terrain Features: the player who begins deployment uses Deploy Terrain abilities first, then their opponent. This is optional.
  2. Deploy Armies: starting with the player who begins deployment, the players alternate using Deploy abilities. Once one player has none left, their opponent continues until they also have none.
  3. Use Deployment Phase Abilities: after both players have finished deploying, the player who began deployment uses any other Deployment Phase abilities in any order, then their opponent does the same.

10.1 Universal Deployment Phase Abilities

Deploy Unit · Deployment Phase
Declare: Pick a unit from your army roster that has not been deployed to be the target.
Effect: Set up the target wholly within friendly territory and more than 9" from enemy territory. It has then been deployed.

Deploy Regiment · Deployment Phase
Declare: Pick a regiment from your army roster to be the target. No units in that regiment can have already been deployed.
Effect: Keep using Deploy abilities without alternating until all units in that regiment have been deployed. You cannot set up units that are not in that regiment on the battlefield or in reserve as part of any of those Deploy abilities.

Deploy Faction Terrain · Deployment Phase
Declare: Pick a friendly faction terrain feature that has not been deployed.
Effect: Set it up wholly within friendly territory, more than 3" from all objectives and other terrain features.

11.0 Battle Sequence

Each battle lasts a number of battle rounds, set by the battleplan. Each battle round, each player takes a turn, broken into phases (13.0). The player whose turn it is is the active player.

12.0 Start of Battle Round

At the start of each battle round:

  1. Determine the Active Player: in the first battle round, the player who finished setting up their army first decides who takes the first turn (unless the battlepack or battleplan says otherwise). In later battle rounds, the players make a roll-off called the priority roll and the winner decides. On a tie, the player who took the first turn in the previous battle round decides. Whoever's turn it is, first or second, is the active player.
  2. Determine the Underdog: the player with the fewest victory points is the underdog for the battle round. If tied (e.g. in the first battle round), there is no underdog unless otherwise specified.
  3. Start of Battle Round Abilities: the active player uses them first, then their opponent.

A player has finished setting up their army when all of its units have been deployed; non-Deploy Deployment Phase abilities happen after that.

13.0 Turn Phases

Each turn has 7 phases: Start of Turn → Hero Phase → Movement Phase → Shooting Phase → Charge Phase → Combat Phase → End of Turn.

In each phase, the active player uses any abilities with a 'Your (…) Phase' or 'Any (…) Phase' timing in any order. Then their opponent uses any 'Enemy (…) Phase' or 'Any (…) Phase' abilities in any order.

13.1 Fight Abilities

Abilities with the Fight keyword follow a different sequence. While using Combat Phase abilities as in 13.0, players cannot use Fight abilities.

  1. The active player uses Combat Phase abilities that are not Fight abilities, then the opponent does the same.
  2. Then, starting with the active player, the players alternate picking 1 eligible unit to use a Fight ability. Each unit in combat must use a Fight ability if it is able to.
  3. Once a player has no more eligible units, the other player continues picking units one after another until none are left.

14.0 Universal Core Abilities

Any unit can use the following Core abilities. Each unit can use a maximum of 1 Core ability per phase (5.3).

14.1 Movement Phase

Normal Move · Your Movement Phase · Core, Move
Declare: Pick a friendly unit that is not in combat.
Effect: That unit can move a distance up to its Move characteristic. It cannot move into combat during any part of that move.

Run · Your Movement Phase · Core, Move, Run
Declare: Pick a friendly unit that is not in combat.
Effect: Make a run roll of D6. That unit can move up to its Move characteristic plus the run roll. It cannot move into combat during any part of that move.

Retreat · Your Movement Phase · Core, Move, Retreat
Declare: Pick a friendly unit that is in combat.
Effect: Inflict D3 mortal damage on that unit. It can move up to its Move characteristic, through the combat ranges of any enemy units, but cannot end that move within an enemy unit's combat range.

14.2 Shooting Phase

Shoot · Your Shooting Phase · Core, Attack, Shoot
Declare: Pick a friendly unit that has not used a Run or Retreat ability this turn. Then pick one or more enemy units as the target(s) of its attacks (16.0).
Effect: Resolve shooting attacks against the target unit(s).

14.3 Charge Phase

Charge · Your Charge Phase · Core, Move, Charge
Declare: Pick a friendly unit that is not in combat and has not used a Run or Retreat ability this turn. Then make a charge roll of 2D6.
Effect: That unit can move up to the value of the charge roll, through the combat ranges of any enemy units, and must end that move within ½" of a visible enemy unit. If it does so, the unit has charged.

  • The enemy unit must be visible when the charge move finishes; it need not have been visible at the start.
  • Abilities that add or remove dice from a charge roll are not modifiers to it.
  • A unit 'finishes' or 'ends' a charge move when the Charge Move ability it used resolves and the unit has charged as part of that ability.

14.4 Combat Phase

Fight · Any Combat Phase · Core, Attack, Fight
Declare: Pick a friendly unit that is in combat or that charged this turn. That unit can make a pile-in move (15.3). Then, if it is in combat, you must pick one or more enemy units as the target(s) of its attacks (16.0).
Effect: Resolve combat attacks against the target unit(s).

15.0 Movement

When a unit moves, each model in it can move, one at a time, in any order chosen by its commander. Any number of models in the unit can move.

Normal Move: no part of the move can enter the enemy combat range (blue area).
Normal Move: no part of the move can enter the enemy combat range (blue area).

A model can pivot and change direction as often as you like, but no part of its base can move farther than the maximum allowed. Models cannot move beyond the battlefield edge or through other models, and can never end a move on top of another model (the base counts as part of the model).

A model's base stays parallel with the battlefield as it moves. If a model ends on an uneven surface, it must stand by itself with its base as close to parallel as possible; models cannot lie flat or lean against terrain.

15.1 Coherency

Any time a unit is set up or ends a move, it must be in a single group. A unit is in a coherent group if each model is within coherency range, measured horizontally, of at least 1 other model in the unit (ignore height differences).

  • For most units coherency range is ½"; some units with large models have a longer range on their warscroll.
  • While a unit has 7 or more models, each model must be within coherency range of at least 2 other models in the unit.
  • If a unit cannot end a move in a single coherent group, that move cannot be made.

15.2 Moving Across Terrain

Models can move over terrain features but not through them. Terrain 1" or less in height can be moved over as if it were not there. Models can climb up or down terrain taller than 1", counting the vertical distance as part of the move. Models cannot end a move mid-climb.

Moving across terrain: climb up or down; jumping down ends the move.
Moving across terrain: climb up or down; jumping down ends the move.

A model is mid-climb if it cannot rest on its base in that location without support. A slight angle from uneven terrain is fine, but at least half of the base must be within 1" of the terrain feature the model is on.

15.2.1 Jumping Down

A model on a terrain feature can jump down from its edge onto a lower part of the same or a different terrain feature, or onto the battlefield. Trace the move to the edge; the model can then jump down any distance, but that immediately ends its move. Models cannot end a move mid-jump; if that would happen, the move cannot be made.

15.3 Pile-in Moves

Some abilities, such as Fight abilities, allow a short move called a pile-in move.

  • If your unit is in combat: pick an enemy unit it is in combat with to be the target of the pile-in. Each model can move up to 3", through the combat ranges of any enemy units, but must end no further from the target unit. At the end, your unit must still be in combat with every unit it was in combat with at the start.
  • If your unit is not in combat: each model can move 3" in any direction, through and ending within the combat ranges of any enemy units.

15.4 Flying

Units with the Fly keyword have this passive ability:

Fly · Passive
Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified by the ability that allowed it to move. Ignore any vertical distance moved.

Move flying units horizontally in any direction, ignoring intervening models and terrain, and place them where they are allowed to end their move. Even with a move that cannot enter combat (e.g. Normal Move), Fly lets a unit pass across enemy combat ranges.

15.5 Overhanging Models

Some models overhang their base. When moving models, treat overhanging parts as if they do not exist when deciding where a model can be placed. Where possible, rotate a model so another model can end a move near it; the base must occupy the same position (a circular base may be rotated any amount, an oval base only 180°). Otherwise, mark where the model should end its move (e.g. with an empty base of the same size) and place the model to the side, returning it as soon as it is physically possible.

16.0 Picking Targets

When declaring an Attack ability, pick the target unit(s). Each model makes attacks equal to the Attacks characteristic of the weapons it uses. Most models attack with every weapon on their warscroll (melee for combat attacks, ranged for shooting attacks), though some warscrolls give special weapons to certain models or make the unit choose between weapons.

If a unit is in combat, it can only target units it is in combat with. A model with more than one attack can split them between eligible targets as you wish.

  • Combat attacks use melee weapons. Targets must be within the attacking model's combat range and visible to it. The model must attack with all of its melee weapons.
  • Shooting attacks use ranged weapons. Targets must be within the weapon's Range and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (20.0).
  • Only models to which the target is visible can shoot. A unit using a Shoot ability must shoot with all of its ranged weapons.

17.0 The Attack Sequence

Resolve steps 1-4 for each attack against a target unit, one attack at a time. With several target units, resolve all attacks against one unit before the next, in any order.

Attack and damage sequence flowchart: hit, wound, save, damage pool, ward, allocate.
Attack and damage sequence flowchart: hit, wound, save, damage pool, ward, allocate.
  1. Hit Roll: roll a dice. If it equals or exceeds the weapon's Hit characteristic, the attack hits; go on. If not, the attack fails and the sequence ends. Unmodified hit rolls of 1 always fail. An unmodified hit roll of 6 is a critical hit.
  2. Wound Roll: roll a dice. If it equals or exceeds the weapon's Wound characteristic, the attack wounds; go on. If not, it fails. Unmodified wound rolls of 1 always fail.
  3. Save Roll: the target's commander rolls a dice, subtracting the weapon's Rend. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the target's Save characteristic, the attack fails. Otherwise the attack succeeds; go on.
  4. Determine Damage: the attack inflicts damage points equal to the weapon's Damage characteristic. They are added to a temporary damage pool for the target unit.

After all attacks for the ability are done, move on to the damage sequence (18.0).

Critical hits have no effect on their own but often trigger weapon abilities (20.0). If a unit scores critical hits on unmodified 5+ but needs a 6 to hit, an unmodified 5 is a critical hit that does not hit: Crit (2 Hits) and Crit (Auto-wound) do nothing, but effects resolved immediately, such as Crit (Mortal), still trigger.

17.1 Attack Modifiers and Caps

For hit and wound rolls, add up all positive and negative modifiers, then cap the result at +1 or -1.

For save rolls, add up all modifiers, then cap at +1. There is no cap on how much can be subtracted from save rolls.

17.2 Mortal Damage

If an ability inflicts mortal damage on a unit, add that number of damage points to the unit's damage pool for that ability (18.2).

17.3 Fast Dice Rolling

You can make several attacks at once if they share Hit, Wound, Rend and Damage, the same weapon abilities, and the same target. Make all hit rolls together, then wound rolls, then save rolls, add up the damage and move on to the damage sequence. If the sequence ends for one attack, it only stops that attack.

18.0 The Damage Sequence

After resolving any ability that inflicts damage points on a unit, follow these steps (one unit at a time if several were damaged). Each commander allocates damage to their own units, starting with the active player.

  1. Resolve ward saves for all damage points in the damage pool, if applicable (18.1).
  2. Allocate the damage points and remove slain models (18.3).

18.1 Ward Saves

Units with the Ward keyword have the 'Ward Save' passive ability. The number after Ward is the ward value; Ward (5+) has a ward value of 5. If a unit has more than one ward, only the lowest applies.

Ward Save · Passive
Effect: In step 1 of the damage sequence, make a ward roll of D6 for each damage point in this unit's damage pool. If the roll equals or exceeds the ward value, remove that damage point from the pool.

18.2 Allocating Damage

After resolving any ability that inflicts damage (attacks, mortal damage or both), allocate the damage points one at a time. Each time the damage allocated equals the unit's Health characteristic, 1 model is slain and the count resets to 0. Continue until the damage pool is empty.

Keep track of damage allocated to a unit that is not enough to slay a model (a dice next to the unit works well). A unit with any damage allocated to it is damaged.

18.3 Slain Models

The commander of a unit picks which models are slain. After each slain model is removed, the unit must be a single coherent group (15.1); if not, keep removing models one at a time until it is. Remove the fewest models possible. Models removed for coherency count as slain.

18.4 Destroyed Units

When the last model in a unit is slain, the unit is destroyed and remaining damage on it has no effect. If something destroys a unit, all its models are slain and removed from play.

Attacking example: Erik's Liberators have charged and pile in towards Emma's Clawlord, targeting it with all their attacks, using fast dice rolling.

  1. 4 Liberators with Warhammers make 2 attacks each: 8 attacks, Hit 3+, scoring 5 hits.
  2. Wound rolls for the 5 hits at 3+: 3 wound.
  3. Emma saves: Save 4+, Rend 1, so she needs 5+. She saves 1; 2 damage points go into the pool.
  4. The Liberator with a Grandhammer scores 2 hits, one a critical 6. Crit (Mortal) adds 2 mortal damage straight to the pool.
  5. The other hit wounds, the Rend 1 save fails, and 2 more damage points are added. The attacks are resolved.
  6. The pool holds 6 damage (the Clawlord has Health 7). With Ward (6+), Emma rolls 6 ward rolls and gets two sixes, removing 2. The remaining 4 are allocated and marked with a dice. The Clawlord is now damaged, which lets him use 'Cornered Rat'.

Special Rules

19.0 Strike-first and Strike-last

If any Strike-first units are in combat after any non-Fight combat phase abilities have been used, other units cannot be picked to fight until those units have been picked. After all those Strike-first units have fought, the active player picks the next unit to fight.

If any Strike-last units are in combat, they cannot be picked to fight while there are units in combat without Strike-last that have not yet fought. Once all non-Strike-last units have fought, alternation continues: the player who did not pick the last non-Strike-last unit picks the first Strike-last unit.

A unit with both Strike-first and Strike-last is treated as having neither.

  • A Strike-first unit pulled into combat later in the phase (e.g. by a pile-in) gains nothing from Strike-first.
  • Abilities that let a unit fight immediately after another unit do not override Strike-first or Strike-last constraints.

20.0 Weapon Abilities

Some weapons have passive weapon abilities. If a weapon has several that apply on a critical hit, its commander picks 1 before the attack sequence starts. Multiple instances of the same weapon ability do not combine.

Weapon abilityEffect
Anti-X (+1 Rend)Add 1 to Rend if the target has the keyword after 'Anti-' or fulfils the condition after it. Different Anti- abilities are cumulative: with Anti-charge (+1 Rend) and Anti-Hero (+1 Rend), add 2 against a Hero that charged this turn.
Charge (+1 Damage)Add 1 to Damage if the attacking unit charged this turn.
CompanionUnless otherwise specified, attacks with this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except those applying negative modifiers (e.g. 'Covering Fire'). Nor is it affected by friendly abilities that grant or modify weapon abilities, unless they name the weapon or say they affect Companion weapons.
Crit (2 Hits)A critical hit scores 2 hits instead of 1. Make a wound roll for each.
Crit (Auto-wound)A critical hit automatically wounds. Make a save roll as normal.
Crit (Mortal)A critical hit inflicts mortal damage equal to the weapon's Damage and the attack sequence ends.
Shoot in CombatThis weapon can make shooting attacks even if the attacking unit is in combat.

Companion keeps mounts and the like from benefiting from most effects that augment a unit.

21.0 Healing

To heal a unit, remove damage points from it equal to the number in brackets, e.g. Heal (2). If an ability would negate damage and heal to stop a unit being destroyed, but another ability prevents healing, the unit is still destroyed.

22.0 Returning and Adding Models

When returning slain models or adding new ones, set them up one at a time within coherency range (15.1) of the model(s) in that unit that were not returned or added this phase. If the unit has 7 or more models (including the one being set up), it must be set up within coherency range of at least 2 such models. New models can only be set up in combat with an enemy unit if their unit is already in combat with it.

23.0 Tokens

Tokens are not models and can be ignored or moved aside for visibility, coherency or abilities. They cannot be targeted. They mark persisting effects on the unit they sit next to; each time that unit moves or is set up, place the token next to it.

24.0 Setting Up Units

When setting up a unit, all its models must be set up; if impossible, the ability cannot be used. A unit set up in a phase other than the deployment phase cannot use Move abilities in the movement phase of the same turn. (It can use Move abilities before being removed and set up again.)

24.1 Reserve Units

Units set up in reserve are placed to one side. At the start of the fourth battle round, units set up in reserve with a Deploy ability that are still in reserve are destroyed.

24.2 Replacement Units

A replacement unit has the same warscroll type, weapon options and number of models as the original, unless the ability says otherwise. Where an ability sets a proportion (e.g. half the models), you pick which models to set up and need not keep weapon proportions.

Otherwise a replacement unit is a new unit: keywords, abilities, enhancements and persisting effects gained by the original do not apply, and it has a new unit size (it cannot be Rallied back to the original size). If the original unit was reinforced and the replacement has more than half its models, the replacement is reinforced. Each unit can only be replaced once, and replacement units cannot be replaced.

Because it is a new unit, a replacement can use a Once Per Battle ability even if the unit it replaced already did.

25.0 Guarded Heroes

All Heroes that are not Monsters or War Machines have this passive ability:

Guarded Hero · Passive
Effect: If this Hero is within the combat range of a friendly unit that is not a Hero:

  • Subtract 1 from hit rolls for shooting attacks that target this Hero.
  • If this Hero is Infantry, they cannot be targeted by shooting attacks made by models more than 12" from them.

Monsters and War Machines are too conspicuous to benefit. An ability that ignores Guarded Hero's targeting restriction does not remove the -1 to hit.

26.0 Random Characteristics

Some warscrolls give a random characteristic instead of a fixed value. Generate it each time an ability requires it. For weapons, generate Attacks for each model each time you declare an Attack ability, and Damage each time the weapon inflicts damage (once per attack). For abilities such as Run, roll after declaring and after all reactions.

27.0 Modifier Order

Unless stated otherwise, a characteristic or roll cannot be modified below 1, except Rend, which can go to 0 ('-'). Apply characteristic modifiers after generating random characteristics. Round halved or fractional values down.

Apply characteristic modifiers in this order:

  1. Modifiers that set a characteristic to a fixed value.
  2. Modifiers that multiply or divide it.
  3. Modifiers that add to or subtract from it.

Apply several modifiers of the same type in the Order of Effects (30.0). An ability that replaces a roll with a fixed value must do so before the dice are rolled.

28.0 Advanced Ability Rules

  • Unless stated otherwise, units using or picked for an ability must be on the battlefield.
  • If an effect says a unit can do something, its commander chooses whether to do it.
  • If an effect says a unit must do something, it must; if impossible, no part of the effect applies, but the ability counts as used. Any part of an effect that is not optional is mandatory.
  • 'This unit' in ability text means the unit using the ability.
  • If an ability affects several units, the player using it picks the order.
  • If you roll for several affected units, roll and resolve one unit before the next.
  • If you must pick more than 1 unit, each must be different unless stated otherwise. 'Pick units with keyword A or B' lets you mix them.

28.1 Persisting Effects

Effects that aren't immediately resolved (e.g. '+1 to save rolls for the rest of the turn') count as passive ability effects for their duration. They keep applying to a destroyed unit, and apply again if it returns to the battlefield.

28.2 'Once Per' Timings

For Once Per Phase, Once Per Turn or Once Per Battle: if a unit uses the ability, each unit that can use it can do so once in that window; if a player uses it, that player can use it once. If the declare step tells you to pick a unit to use it, a unit is using it. Picking a target is not the same as picking a unit to use the ability.

Abilities marked (Army) can be used once in that window regardless of how many units can use them.

Who is using the ability? Warscroll abilities are used by that unit. Abilities elsewhere that tell you to pick a unit to use them are used by that unit, and abilities given to a unit (such as enhancements) are used by that unit. Anything else is used by the player.

29.0 Contradictory Rules

If rules contradict, a rule saying something cannot happen takes precedence over rules saying it can or must, unless the second rule specifically overrides the restriction. For example, 'Normal Move' cannot move into combat, but 'Fly' explicitly ignores enemy combat ranges. Otherwise, the most recently used ability takes precedence.

30.0 Order of Effects

Passive abilities are applied more recently than other abilities and rules. The active player's passive abilities are applied more recently than their opponent's, whose are applied more recently than neutral passive abilities (e.g. on terrain in neither army). The active player orders neutral passive effects.

If several delayed effects (e.g. 'after that ability has been resolved, Heal (D3) that unit') resolve at the same time, the active player resolves theirs first in any order, then their opponent.

End of Turn

31.0 End of Turn Overview

At the end of each turn:

  1. The active player uses End of Your Turn or End of Any Turn abilities in any order, then their opponent uses End of Enemy Turn or End of Any Turn abilities.
  2. Determine which player controls each objective.
  3. The active player scores victory points as described in the battleplan.

32.0 Objectives

Objective markers are round and 40mm wide unless otherwise specified. Models can move over and end moves on them. A marker on the border between territories is within all of them but wholly within none. Objective markers don't block visibility. If a marker is nudged, put it back before determining control.

32.1 Contesting Objectives

Unless otherwise specified, a model contests an objective if the objective is within its combat range. If any model in a unit contests an objective, the unit contests it. (Spearhead uses a different contesting rule; see Spearhead Rules.)

For determining control, each unit counts as contesting a single objective. Before determining control, the active player picks one objective for each of their units contesting two or more, then their opponent does the same. For other purposes a unit can contest several objectives.

32.2 Objective Control

In the deployment phase after all Deployment Phase abilities have been used, and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:

  1. Starting with the active player, each player works out the control score of each of their units contesting that objective: the combined Control characteristics of its models contesting it. Abilities can modify it, but not below 1.
  2. Each player adds up their units' control scores: their army control score for that objective.
  3. The higher army control score gains control. An objective stays under a player's control until their opponent gains control of it.

A target without a Control characteristic (e.g. a manifestation) has Control 0.

32.3 Terrain Control

Some battleplans require you to control terrain features. Terrain features are contested and controlled like objectives, but do not remain in your control if your units stop contesting them. For determining objective and terrain control, each unit can contest 1 objective and 1 terrain feature at the same time. For other purposes a unit can contest several terrain features, and can contest another terrain feature while keeping control of the first.

33.0 End of Battle Round

At the end of each battle round, the active player uses End of Battle Round abilities, then their opponent. When the number of battle rounds set by the battleplan has been completed, the battle ends and the battleplan decides the winner.

Spearhead · Cities of Sigmar

Castelite Company

Cities of Sigmar

Army Composition

5 entries
GeneralFreeguild Cavalier-Marshal
Unit5 Freeguild Steelhelms
Unit5 Freeguild Steelhelms
Unit5 Freeguild Cavaliers
Unit1 Ironweld Great Cannon

Battle Traits

1
THE OFFICAR'S ORDEROnce Per Battle Round, Start of Battle Round
DeclarePick a battle tactic card in your hand and place it face-down separately next to your other battle tactic cards. Th e information on it is still hidden from your opponent but make it clear which card is separate. Th e card stays separate until you use the command on it or score the battle tactic on it as described below.
EffectWhen you use the command on that card, it is not discarded but returns to your hand. Your opponent can check the information on it before it returns to your hand. Th e card goes back to being a normal battle tactic card, with the exception that you cannot use the command on it in the same phase it went back into your hand. If you did not use the command on the card you separated, you can still score the battle tactic on it at the end of your turn as normal if you met its conditions. If you do so, discard it as normal. If you neither used the command nor scored the battle tactic on the card, it automatically returns to your hand at the end of your turn. Designer's Note:

Enhancements

4
FLASK OF LETHISIAN DARKWATEROnce Per Battle, Start of Any Turn
EffectHeal (D6) your general.
GLIMMERINGPassive
EffectEach phase, you can re-roll 1 hit roll, or 1 wound roll, or 1 save roll made for your general.
BRAZIER OF HOLY FLAMEEnd of Any Turn
DeclarePick a friendly Freeguild Steelhelms unit within your general's combat range.
EffectYou can return up to D3 slain models to that unit.
HEIRLOOM BLADEPassive
EffectAdd 1 to the Rend characteristic of your general's Master-forged Longsword .

Regiment Abilities

2
FOR SIGMAR, CHARGE!Passive
EffectFriendly Cavalry units have Strike-first if they charged in the same turn.
IRONWELD DISCIPLINEOnce Per Turn, Enemy Shooting Phase
DeclarePick your Ironweld Great Cannon to use this ability.
EffectRoll a dice. On a 3+, it can use the 'Shoot' ability as if it were your shooting phase.

Warscrolls

4

FREEGUILD CAVALIER-MARSHAL

Move10"
Health7
Save3+
Control2
Ward3+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Dragoon Pistol10"23+4+11Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Master-forged Longsword53+4+12
Warhorse's Steel-shod Hooves25+3+-1Companion
DECISIVE COMMANDERYour Hero Phase
DeclarePick a friendly Freeguild Steelhelms unit wholly within 12" of this unit to be the target and roll a dice.
EffectOn a 2+, pick 1: If the target unit is not in combat, you can return D3 slain models to it. Add 3 to the target unit's control score until the start of your next turn.
HeroCavalry

FREEGUILD STEELHELMS

Move5"
Health1
Save4+
Control1
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Freeguild Weapon24+4+-1
CONSECRATE THE LANDYour Movement Phase
DeclareIf this unit is contesting an objective you control that is not contested by any enemy models, roll a dice.
EffectOn a 3+, that objective is considered by you to be consecrated . Friendly units have Ward (6+) while they are contesting a consecrated objective. If your opponent gains control of a consecrated objective, it is no longer consecrated.
InfantryReinforcements

FREEGUILD CAVALIERS

Move10"
Health3
Save3+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Cavalier Weapon34+4+11Charge (+1 Damage)
Warhorse's Steel-shod Hooves25+3+-1Companion
DEVASTATING CHARGEAny Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit in combat with it to be the target and roll a dice.
EffectOn a 2+, infl ict D3 mortal damage on the target.
CavalryReinforcements

IRONWELD GREAT CANNON

Move3"
Health8
Save4+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Great Cannon: Cannonball24"24+2+2D3+2
Great Cannon: Grapeshot12"53+3+12
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Crew's Tools and Sidearms24+4+-1
SHOT AND SHELLPassive
EffectEach time this unit uses a Shoot ability, choose either the Cannonball or Grapeshot weapon characteristics for all the attacks it makes with its Great Cannon. Th e Cannonball can only be chosen if this unit has not used a Move ability that turn.
War MachineReinforcements
Spearhead · Cities of Sigmar

Fusil-Platoon

Cities of Sigmar

Army Composition

5 entries
GeneralFusil-Major on Ogor Warhulk
Unit1 Alchemite Warforger
Unit5 Freeguild Fusiliers with 1 Blackpowder Squire token
Unit5 Freeguild Fusiliers
Unit11 Wildercorps Hunters

Battle Traits

1
FORTIFY POSITIONPassive
EffectSubtract 1 from the Rend characteristic of weapons used for attacks that target friendly Castelite units if they did not use a Move ability in the same turn.

Enhancements

4
BRACE!Passive
EffectYour general has Ward (5+) .
ADEPT TACTICIANOnce Per Battle, Your Movement Phase
DeclarePick 2 friendly Freeguild Fusiliers units that have been destroyed and have not already been replaced.
EffectSet up a single replacement Freeguild Fusiliers unit with 10 models more than 6" from all enemy units.
SHIELD BASHOnce Per Turn, Your Movement Phase
DeclarePick an enemy Infantry , War Machine or Cavalry unit in combat with your general to be the target.
EffectRoll a dice. On a 3+, the target must immediately use the 'Retreat' ability as if it were the enemy movement phase.
POINT-BLANK VOLLEYOnce Per Turn, Enemy Combat Phase
DeclarePick an enemy unit in combat with your general to be the target.
EffectRoll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Regiment Abilities

2
RESPECTED LEADER
EffectFriendly Wildercorps Hunters units gain the Reinforcements keyword.
WELL PROVISIONEDOnce Per Turn (Army), Your Shooting Phase
DeclarePick a friendly non- Hero unit to be the target.
EffectRoll a dice. On a 3+, add 1 to wound rolls for that unit's shooting attacks for the rest of the phase.

Warscrolls

4

FUSIL-MAJOR

ON OGOR WARHULK
Move5"
Health8
Save3+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Long-Fusil24"33+3+12
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warhulk's Mace44+2+22
MARK TARGETSYour Shooting Phase
DeclarePick an enemy unit that was targeted by this unit's shooting attacks this turn to be the target.
EffectAdd 1 to hit rolls for shooting attacks made by friendly units that target that unit for the rest of the turn.
HeroInfantryCastelite

ALCHEMITE WARFORGER

Move5"
Health5
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Tongstaff34+4+1D3
BLAZING WEAPONSYour Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, the target's melee weapons have Crit (Mortal) until the start of your next turn.
HeroWizardInfantry

FREEGUILD FUSILIERS

Move5"
Health1
Save4+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Fusil-cannon18"24+4+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Bayonet14+4+-1
CAN'T STOP!Once Per Turn (Army), Your Shooting Phase
DeclarePick another friendly Freeguild Fusiliers unit to be the target.
EffectRemove this unit's Blackpowder Squire token from the battlefield, then give it to the target.
BLACKPOWDER SQUIREPassive
EffectWhile this unit has a Blackpowder Squire token, this unit's ranged weapons have Shoot in Combat .
InfantryCasteliteReinforcements

WILDERCORPS HUNTERS

Move5"
Health1
Save5+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Hunting Crossbow15"24+4+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Hunting Weapons24+4+-1
Trailhound's Ferocious Bite24+3+-1
EXPERT TRACKERS
EffectThis unit can use the 'Normal Move' ability as if it were your movement phase. Deployment Phase
Infantry
Spearhead · Cities of Sigmar

Sentinels of Embergard

Cities of Sigmar

Army Composition

5 entries
GeneralJorvan Kreel, Heir of the Kraken (Thexa, the ash panther, is a token)
Unit1 Mallus Forgepriest
Unit5 Freeguild Gallants
Unit5 Freeguild Grenadiers
Unit5 Freeguild Grenadiers

Battle Traits

1
RANGER DOCTRINES
EffectImmediately after that Fight ability has been resolved, pick a point on the battlefield within 6" of your general. Remove the unit using this ability from the battlefield and set it up again within 1" of that point and not in combat. Once Per Turn (Army), Reaction: You declared a Fight ability for your general or a friendly non-Hero unit wholly within 12" of your general

Enhancements

4
HOT-BLOODED ENDURANCEPassive
EffectYour general can use Charge abilities even if they used a Run or Retreat ability in the same turn and no mortal damage is inflicted on them by Retreat abilities.
THROWING KNIVESAny Shooting Phase
DeclarePick a visible enemy unit within 10" of your general to be the target.
EffectRoll a dice. On a 3+, inflict 1 mortal damage on the target.
TRAINED RANGEROnce Per Battle, Your Movement Phase
DeclarePick a friendly unit wholly within 6" of a battlefield edge to be the target.
EffectRemove the target from the battlefield and set it up again wholly within 3" of a battlefield edge and more than 6" from all enemy units.
BLADE OF THE KRAKENOnce Per Battle, Any Combat Phase
EffectDouble the Attacks characteristic of your general's melee weapons for the rest of the turn.

Regiment Abilities

2
COME AND TAKE IT, BLAGGARDS!Passive
EffectAdd 5 to the control scores of friendly non- Hero units while they are in combat with any enemy units that have 6 or more models or a Health characteristic of 3 or more.
CLOSE-QUARTERS DRILLPassive
EffectFriendly units' ranged weapons have Shoot in Combat but you must subtract 1 from hit rolls for their shooting attacks while they are in combat.

Warscrolls

4

JORVAN KREEL

HEIR OF THE KR AKEN
Move6"
Health5
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Ranger Blades63+4+12
VETERAN SKIRMISHERSYour Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target.
EffectRoll a dice. On a 3+, for the rest of the turn, add 2" to the target's Move characteristic but it cannot use Run abilities.
PROWLING ASH PANTHEREnd of Any Turn
EffectIf this unit has the Thexa token, give that token to an enemy unit within 6" of this unit. If an enemy unit has the Thexa token, inflict D3 mortal damage on that enemy unit. Then, give this unit the Thexa token.
HeroInfantry

MALLUS FORGEPRIEST

Move5"
Health5
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Sigmarite Warhammer44+3+1D3
CONSECRATE THE LANDYour Hero Phase
DeclarePick an objective within 12" of this unit, then make a chanting roll of D6.
EffectOn a 3+, for the rest of the turn, friendly units have Ward (5+) while they are contesting that objective.
HeroPriestInfantry

FREEGUILD GALLANTS

Move5"
Health2
Save3+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Weapons of Gallantry23+4+11
UNBREACHABLE WILLAny Combat Phase
DeclareIf this unit has not charged this turn, pick an enemy unit in combat with it to be the target.
EffectFor the rest of the turn, subtract 1 from the Rend characteristic of the target's weapons for attacks that target this unit.
Infantry

FREEGUILD GRENADIERS

Move5"
Health1
Save4+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Ruin-sweeper Arsenal10"14+2+21
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Grenadier Bardiche24+4+12
CINDER AND ASHOnce Per Turn (Army), End of Any Turn
DeclarePick up to 1 terrain feature contested by this unit and up to 1 objective contested by this unit, then pick any enemy units also contesting them to be the targets.
EffectRoll a dice for each target. On a 3+, inflict 1 mortal damage on the target.
InfantryReinforcements
Spearhead · Cities of Sigmar

Zenestra's Zealots

Cities of Sigmar

Army Composition

6 entries
GeneralFreeguild Marshal and Relic Envoy (The Relic Envoy is a token)
UnitPontifex Zenestra, Matriarch of the Great Wheel
Unit1 Freeguild Command Corps Whisperblade
Unit1 Freeguild Command Corps Arch-Knight and Retinue
Unit5 Freeguild Steelhelms
Unit5 Freeguild Steelhelms

Battle Traits

3
SUDDEN AMBUSHYour Movement Phase
EffectSet up this unit within 6" of an enemy unit and not in combat.
LADY OF THE WHEELPassive
EffectEach time a friendly model is slain by a combat attack, roll a number of dice equal to that model's Health characteristic. For each 5+, inflict 1 mortal damage on the attacking unit after the Fight ability has been resolved.
SHADOWY SPYMASTER

Enhancements

4
STAND FAST, COMRADESOnce Per Battle, Your Hero Phase
DeclarePick a visible friendly non- Hero unit wholly within 12" of your general to be the target.
EffectThe target has Ward (4+) until the start of the next battle round.
STEP TO IT!
EffectDo not make a run roll as part of that Run ability. Instead, add 6" to that non- Hero unit's Move characteristic to determine the distance each model in that unit can move as part of that Run ability. Once Per Turn, Reaction: You declared a Run ability for a non- Hero unit wholly within 12" of your general
ARDENT DEMANDAny Combat Phase
DeclarePick a visible friendly non- Hero unit wholly within 12" of your general to be the target.
EffectAdd 1 to hit rolls for the target's combat attacks for the rest of the turn.
DEVOUT COMMANDERPassive
EffectAdd 1 to the Attacks characteristic and the Rend characteristic of your general's Master-forged Weapon .

Regiment Abilities

2
FIERCE ZEALOTSPassive
EffectAdd 3 to the control scores of friendly Freeguild Steelhelms units.
FERVENT RUSHOnce Per Turn (Army), Your Movement Phase
DeclarePick a friendly unit to use this ability.
EffectThis unit can use Charge abilities this turn even if it used a Run ability in the same turn.

Warscrolls

5

FREEGUILD MARSHAL

AND RELIC ENVOY
Move5"
Health5
Save3+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Duelling Pistols10"43+4+11Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Master-forged Weapon53+4+12
MARSHAL'S ORDERSYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of this unit to be the target.
EffectRemove this unit's Relic Envoy token from the battlefield, then give it to the target.
RELIC ENVOYPassive
EffectWhile a friendly unit other than this unit has the Relic Envoy token, add 1 to wound rolls for that unit's combat attacks. If this unit is destroyed, remove the Relic Envoy token from the battlefield.
HeroInfantry

PONTIFEX ZENESTRA

MATRIARCH OF THE GREAT WHEEL
Move5"
Health9
Save5+
Control2
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Sceptre of the Wheel34+4+1D3
VESSEL OF SIGMARYour Hero Phase
DeclarePick up to 3 visible friendly or enemy units to be the targets.
EffectRoll a D3 for each target. On a 2+: • If it is a friendly target, it has Ward (5+) until the start of your next turn. • If it is an enemy target, inflict an amount of mortal damage on it equal to the roll.
HeroPriestInfantryWard (4+)

WHISPERBLADE

Move5"
Health3
Save6+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Enchanted Rapier43+4+22
FREEGUILD COMMAND CORPS
FOREWARNED IS FOREARMEDPassive
EffectWhile it is your turn, this unit has Strike-first .
Infantry

ARCH-KNIGHT AND RETINUE

Move5"
Health2
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Command Weapons33+4+11
TALENTED CHAMPIONS
EffectAfter that command has been resolved, return the card to your hand. Designer's Note: 4+ 2 2 5" FREEGUILD COMMAND CORPS ARCH-KNIGHT AND RETINUE Once Per Turn, Reaction: You used a command
InfantryReinforcements

FREEGUILD STEELHELMS

Move5"
Health1
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Freeguild Weapons24+4+-1
FANATICAL FOLLOWERSAny Combat Phase
EffectReturn 1 slain model to this unit.
InfantryReinforcements
Spearhead · Daughters of Khaine

Heartflayer Troupe

Daughters of Khaine

Army Composition

5 entries
GeneralMelusai Ironscale
Unit5 Witch Aelves
Unit5 Witch Aelves
Unit5 Doomfire Warlocks
Unit5 Blood Stalkers

Battle Traits

5
BLOOD RITES
QUICKENING BLOODLUST
EffectAdd 1 to run rolls for this unit. 2
HEADLONG FURY
EffectAdd 1 to charge rolls for this unit. 3
ZEALOT'S RAGE
EffectAdd 1 to hit rolls for combat attacks made by this unit. 4
SLAUGHTERER'S STRENGTH
EffectAdd 1 to wound rolls for combat attacks made by this unit.

Enhancements

4
BATHED IN BLOODPassive
EffectEach time a model is slain by your general, Heal (1) your general.
FUELLED BY REVENGEPassive
EffectAdd 1 to the Rend characteristic of melee weapons used by friendly Blood Stalkers units while they are wholly within 12" of your general.
FLASK OF SHADEMISTOnce Per Battle, Any Combat Phase
EffectUntil the end of the phase, subtract 1 from hit rolls for attacks that target friendly units while they are wholly within 12" of your general.
ZEALOUS ORATORYour Hero Phase
DeclarePick a friendly unit wholly within 9" of your general that is not in combat. Roll a dice for each slain model from that unit.
EffectFor each 5+, you can return 1 slain model to that unit.

Regiment Abilities

2
MURDEROUS EPIPHANYOnce Per Battle, Your Hero Phase
EffectAll friendly units gain the Blood Rites passive ability they would have gained at the start of the next battle round (they keep this ability for the rest of the battle, but they do not gain it for a second time at the start of the next battle round).
BLESSING OF KHAINEAny Combat Phase
DeclarePick a friendly unit wholly within 12" of your general. You cannot pick your general.
EffectAdd 1 to ward rolls for that unit this phase.

Warscrolls

4

MELUSAI IRONSCALE

Move8"
Health6
Save5+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Keldrisaíth12"23+3+1D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Keldrisaíth63+4+12
ALL-OUT SLAUGHTERYour Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target. You cannot pick this unit.
EffectAdd 1 to the Attacks characteristic of the target's melee weapons for the rest of the turn.
TURNED TO CRYSTALEnd of Any Turn
DeclarePick an enemy unit within 1" of this unit to be the target and roll a dice.
EffectOn a 2+, infl ict 1 mortal damage on the target.
HeroInfantryWard (6+)

BLOOD STALKERS

Move8"
Health2
Save5+
Control1
Ward3+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Heartseeker Bow18"33+4+11Crit (Auto-wound)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Scianlar23+4+-1
HEARTSEEKERSPassive
EffectShooting attacks made by this unit score critical hits on unmodified hit rolls of 5+ if this unit did not use a Move ability in the same turn.
InfantryWard (6+)

DOOMFIRE WARLOCKS

Move14"
Health3
Save5+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Doomfi re Crossbow10"23+4+-1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Cursed Scimitar23+4+11
Dark Steed's Vicious Bite25+3+-1Companion
DOOMFIREYour Hero Phase
DeclarePick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, infl ict D3 mortal damage on the target.
CavalryWard (6+)

WITCH AELVES

Move6"
Health1
Save6+
Control1
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Paired Sciansá33+4+-1Crit (Auto-wound)
FRENZIED FERVOURPassive
EffectAdd 1 to the Rend characteristic of this unit's melee weapons if it charged in the same turn.
InfantryReinforcementsWard (6+)
Spearhead · Daughters of Khaine

Khainite Shadow Coven

Daughters of Khaine

Army Composition

6 entries
GeneralSlaughter Queen on Cauldron of Blood
Unit1 Hag Queen
Unit1 Bloodwrack Medusa
Unit9 Khainite Shadowstalkers
Unit5 Sisters of Slaughter
Unit5 Sisters of Slaughter

Battle Traits

1
SHADOWMASKEDOnce Per Turn, Any Charge Phase
DeclarePick a friendly Infantry unit that is in combat and did not charge this turn to be the target.
EffectSubtract 1 from hit rolls and wound rolls for combat attacks that target that friendly unit for the rest of the turn.

Regiment Abilities

6
BLEED THEM PALEOnce Per Battle, Any Combat Phase
DeclarePick a friendly Infantry unit that is in combat and did not charge this turn to be the target.
EffectThe target can move 6" but cannot end that move in combat.
MURDEROUS STRIKEPassive
EffectAdd 1 to the Rend characteristic of melee weapons used by friendly Infantry units that charged in the same turn.
FRENZIED EXHORTATIONSYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of your general to be the target.
EffectRoll a dice. On a 3+, add 1 to ward rolls for the target for the rest of the turn.
BOILING BLOODYour Shooting Phase
DeclarePick a visible enemy unit within 12" of your general to be the target.
EffectRoll a dice. If the roll equals or exceeds the target's Save characteristic, halve the target's Move characteristic until the start of your next turn.
BLADED IMPACTAny Charge Phase
DeclareIf your general charged this phase, pick an enemy unit within 1" of them to be the target.
EffectRoll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
SHADOW AVATAROnce Per Battle, Your Combat Phase
EffectAdd 1 to the Rend characteristic of your general's melee weapons for the rest of the turn.

Warscrolls

5

SLAUGHTER QUEEN

ON CAULDRON OF BLOOD
Move6"
Health12
Save4+
Control5
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Shrine Guardians' Blades93+4+12
CONSECRATED REVULSIONYour Hero Phase
DeclarePick a visible friendly Infantry unit wholly within 12" of this unit to be the target.
EffectRoll a dice. On a 3+, add 1 to save rolls for the target until the start of your next turn. 6+ Hero, Priest, War Machine, Ward (6+)
HeroPriestWar MachineWard (6+)

HAG QUEEN

Move6"
Health5
Save5+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Blade of Khaine53+4+12
BLOODY INCITEMENTAny Combat Phase
DeclarePick a visible friendly unit wholly within 12" of this unit to be the target.
EffectIf this unit is in combat, the target's melee weapons have Crit (Auto-wound) for the rest of the turn. If this unit is not in combat, roll a dice. On a 3+, the target's melee weapons have Crit (Auto-wound) for the rest of the turn.
HeroPriestInfantryWard (6+)

BLOODWRACK MEDUSA

Move8"
Health6
Save5+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Bloodwrack Spear53+4+12
EXSANGUINATING GLAREYour Shooting Phase
DeclareIf this unit is in combat, pick an enemy unit in combat with it to be the target. Otherwise, pick a visible enemy unit within 12" of it to be the target.
EffectRoll a dice. On a 3+, inflict 1 mortal damage on the target. Then, if any enemy models were slain by that mortal damage, inflict an additional 1 mortal damage on the target.
HeroWizardInfantryWard (6+)

SISTERS OF SLAUGHTER

Move6"
Health1
Save6+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Kruiplash33+4+-1
DANCE OF DEATHOnce Per Turn (Army), Enemy Combat Phase
EffectIf this unit is in combat, it can move 2D6". It can move through the combat ranges of enemy units but must end that move in combat.
InfantryReinforcementsWard (6+)

KHAINITE SHADOWSTALKERS

Move6"
Health1
Save5+
Control1
Ward6+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Cursed Bolts and Missiles10"23+4+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Blades of Murder23+4+11
SHADOW LEAPOnce Per Battle, Your Movement Phase
EffectRemove this unit from the battlefield and set it up again on the battlefield more than 6" from all enemy units.
InfantryWard (6+)
Spearhead · Fyreslayers

Saga Axeband

Fyreslayers

Army Composition

6 entries
GeneralBattlesmith
Unit5 Hearthguard Berzerkers
Unit5 Vulkite Berzerkers
Unit5 Vulkite Berzerkers
Unit5 Vulkite Berzerkers
Unit5 Vulkite Berzerkers

Battle Traits

6
AWAKEN THE RUNESOnce Per Battle Round, Start of Your Turn
DeclarePick 1 of the ur-gold runes on the right, then make an activation roll of D6. Each ur- gold rune can only be activated once per battle.
EffectOn a 1-5, the rune's standard effect applies. On a 6, the rune's enhanced effect applies as well. The effects last until the start of your next turn.
UR-GOLD RUNES
RUNE OF FURY
RUNE OF SEARING HEAT
RUNE OF FIERY DETERMINATION
RUNE OF RELENTLESS ZEAL

Enhancements

4
TOO STUBBORN TO DIEStart of Any Turn
EffectHeal (D3) your general.
HORN OF GRIMNIRYour Hero Phase
DeclarePick your general to use this ability if they are not in combat .
EffectRoll a dice for each friendly unit on the battlefield that has any slain models. On a 3+, you can return 1 slain model to that unit.
SPIRIT OF GRIMNIRPassive
EffectYou can re-roll activation rolls you make for the 'Ur-gold Runes' ability (see Battle Traits).
POWERFUL PRESENCEPassive
EffectAdd 3 to your general's control score.

Regiment Abilities

2
MAGMIC TUNNELSOnce Per Battle, Start of the First Battle Round
EffectPick up to 2 friendly units. Remove them from the battlefield and set them up again anywhere on the battlefield more than 6" from all enemy units.
FYRESTEEL THROWING AXESOnce Per Turn (Army), Your Shooting Phase
DeclarePick any number of friendly units that are not in combat and are within 10" of any enemy units.
EffectFor each of those units, pick a visible enemy unit within 10" of it and roll a dice. On a 4+, inflict D3 mortal damage on that enemy unit.

Warscrolls

3

BATTLESMITH

Move4"
Health5
Save5+
Control5
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Ancestral Battle-axe53+3+12
ICON OF GRIMNIRPassive
EffectAdd 1 to save rolls for friendly units while they are wholly within 12" of this unit.
PLANT THE ICONOnce Per Battle, Any Hero Phase
EffectFor the rest of the turn, friendly units have Ward (5+) while they are wholly within 12" of this unit.
HeroInfantryWard (6+)

HEARTHGUARD BERZERKERS

Move4"
Health2
Save6+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Flamestrike Poleaxe23+3+12Crit (Mortal)
DUTY UNTO DEATHPassive
EffectWhile your general is wholly within this unit's combat range, both this unit and your general have Ward (5+) .
InfantryWard (6+)

VULKITE BERZERKERS

Move4"
Health2
Save6+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Fyresteel Handaxes24+3+11Anti-charge (+1 Rend)
WHIRLWIND OF DESTRUCTIONPassive
EffectAdd 1 to the Attacks characteristic of this unit's melee weapons if it charged in the same turn.
InfantryWard (6+)
Spearhead · Idoneth Deepkin

Akhelian Tide Guard

Idoneth Deepkin

Army Composition

4 entries
GeneralAkhelian King
Unit3 Akhelian Morrsarr Guard
Unit3 Akhelian Ishlaen Guard
Unit10 Namarti Reavers

Battle Traits

1
ROYAL IMPERATIVEOnce Per Battle (Army), Any Combat Phase
EffectPick 1 of the following effects to apply for the rest of the battle round: Friendly units have Strike-first . Friendly units' melee weapons have Crit (Mortal) .

Regiment Abilities

6
THE SPEAR OF ASPHORENOnce Per Turn (Army), Any Charge Phase
DeclarePick a friendly unit that is not in combat to use this ability.
EffectAdd 1 to charge rolls for that unit for the rest of the turn.
THE SHIELD OF ULCHISSOnce Per Turn (Army), Your Movement Phase
DeclarePick a friendly unit in combat to use this ability.
EffectFor the rest of the turn, each time that unit uses a Retreat ability, no mortal damage is inflicted on it.
SHIMMERING AMULETPassive
EffectYour general has Ward (5+) .
VOLTAIC CHARGEPassive
EffectYour general's Akhelian Royal Weapons have Charge (+1 Damage) .
SOUL STEALEREnd of Any Turn
EffectIf your general is in combat, Heal (D3) your general.
DUTIFUL SOULSOnce Per Battle, Your Hero Phase
DeclarePick a friendly unit wholly within 12" of your general to be the target.
EffectYou can return 1 slain model to the target unit. If the target is an Infantry unit, you can return D3 slain models to it instead.

Warscrolls

4

AKHELIAN KING

Move12"
Health7
Save3+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Akhelian Royal Weapons53+4+12
Lashing Tails44+3+12Companion
RAIDERS' RESOLVEYour Hero Phase
DeclarePick another friendly unit wholly within this unit's combat range to be the target.
EffectRoll a dice. On a 3+, add 1 to save rolls for the target until the start of your next turn.
WAVE RIDERAny Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit within 1" of it to be the target.
EffectRoll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
HeroCavalryFly

AKHELIAN MORRSARR GUARD

Move14"
Health4
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Voltspear23+4+11Charge (+1 Damage)
Fangmora's Fangs and Lashing Tail34+3+1D3Companion
BIOVOLTAIC BLASTOnce Per Battle, Any Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit within 1" of it to be the target.
EffectRoll a number of dice equal to the number of models in this unit. Add 1 to each roll if there are more models in the target unit than this unit. For each 3+, inflict 1 mortal damage on the target.
CavalryFly

AKHELIAN ISHLAEN GUARD

Move14"
Health4
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Helsabre33+4+11
Fangmora's Fangs and Lashing Tail34+3+1D3Companion
BIOVOLTAIC BARRIEROnce Per Battle, Any Combat Phase
DeclarePick an enemy unit in combat with this unit to be the target.
EffectRoll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target's weapons for the rest of the turn.
CavalryFly

NAMARTI REAVERS

Move7"
Health1
Save5+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Whisperbow12"23+4+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Keening Blade13+4+-1
STRIKE ON THE MOVEPassive
EffectThis unit can use Shoot abilities even if it used a Run or Retreat ability in the same turn. 7" 1 1 5+
InfantryReinforcements
Spearhead · Idoneth Deepkin

Soulraid Hunt

Idoneth Deepkin

Army Composition

5 entries
GeneralIsharann Soulscryer
Unit3 Akhelian Morrsarr Guard
Unit1 Akhelian Allopex
Unit5 Namarti Thralls
Unit5 Namarti Thralls

Battle Traits

5
TIDES OF DEATH
LOW TIDE
EffectSubtract 1 from hit rolls for shooting attacks that target this unit. 2
FLOOD TIDE
EffectThis unit can use a Run ability and still use Shoot and/or Charge abilities later in the turn. 3
HIGH TIDE
EffectThis unit has Strike-first . 4
EBB TIDE
EffectThis unit can use a Retreat ability and still use Shoot and/or Charge abilities later in the turn.

Enhancements

4
MIND FLAREOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit in combat with your general.
EffectUntil the end of the phase, attacks made by that unit only score hits on unmodifi ed hit rolls of 6.
ARCH-RITUALISTPassive
EffectAdd 1 to rolls for your general's 'Ritual of the Creeping Mist' ability.
DELICIOUS MORSELSYour Hero Phase
EffectHeal (1) each friendly Cavalry unit within your general's combat range.
STEELSHELL ARMOURPassive
EffectIgnore all modifi ers to save rolls for your general (positive and negative).

Regiment Abilities

2
WAY OF THE CRESTING WAVEPassive
EffectAdd 1 to the Rend characteristic of melee weapons used by friendly Namarti T ralls units that charged in the same turn.
ETHERSEA PREDATORSOnce Per Turn (Army), End of Any Turn
EffectPick a friendly Cavalry unit that used a Fight ability this turn. Heal (D3) that unit.

Warscrolls

4

ISHARANN SOULSCRYER

Move6"
Health5
Save5+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Scryfi sh Shoal10"85+5+-1Companion
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Abyssal Touch33+4+-D3
RITUAL OF THE CREEPING MISTYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of this unit to be the target, then roll a dice.
EffectOn a 3+, until the start of your next turn, subtract 1 from wound rolls for attacks that target that unit.
HeroInfantry

AKHELIAN MORRSARR GUARD

Move14"
Health4
Save4+
Control1
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Voltspear23+4+11Charge (+1 Damage)
Fangmora's Fangs and Lashing Tail34+3+1D3Companion
BIOVOLTAIC BLASTOnce Per Battle, Any Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit within 1" of it to be the target, then roll a number of dice equal to the number of models in this unit.
EffectFor each 4-5, inflict 1 mortal damage on the target. For each 6+, inflict D3 mortal damage on the target. Add 1 to each roll if there are more models in the target unit than this unit.
CavalryFly

AKHELIAN ALLOPEX

Move12"
Health8
Save4+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Razorshell Harpoon Launcher18"23+2+13Anti-Monster (+1 Rend)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Barbed Hooks and Blades43+4+11
Allopex's Ferocious Bite34+2+22Companion
BLOODTHIRSTY PREDATORSPassive
EffectAdd 1 to the Attacks characteristic of this unit's Allopex's Ferocious Bite if it is within 6" of any damaged enemy units or if it is within 6" of any enemy units that have had any models slain in the same turn.
CavalryFlyReinforcements

NAMARTI THRALLS

Move6"
Health1
Save5+
Control1
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Lanmari23+4+11Infantry (+1 Rend)
SWEEPING BLOWSPassive
EffectAdd 1 to the Damage characteristic of this unit's Lanmari for attacks that target an enemy Monster .
InfantryReinforcements
Spearhead · Kharadron Overlords

Grundstok Trailblazers

Kharadron Overlords

Army Composition

4 entries
GeneralEndrinmaster with Dirigible Suit
Unit5 Grundstok Thunderers
Unit1 Grundstok Gunhauler
Unit3 Endrinriggers

Battle Traits

1
GUNHAULER ESCORTPassive
EffectSubtract 1 from hit rolls for attacks that target friendly Kharadron Overlords Infantry units while they are wholly within 6" of a friendly Grundstok Gunhauler .

Enhancements

4
CELESTIUM-BURST BOMBLETSAny Combat Phase
DeclarePick an enemy unit in combat with your general to be the target.
EffectRoll a dice. On a 3+, ward rolls cannot be made for the target for the rest of the turn.
PROSPECTOR AND PIONEERPassive
EffectAdd 2 to your general's control score.
EMERGENCY FUEL INJECTION PODSOnce Per Battle (Army), Any Combat Phase
EffectYour general has Strike-first for the rest of the turn.
EXTRACTION FAIL-SAFESPassive
EffectSubtract 1 from the number of damage points inflicted on this unit when it uses a Retreat ability.

Regiment Abilities

2
RAPID RELOCATIONOnce Per Battle (Army), Your Movement Phase
DeclarePick a friendly unit with Fly to be the target.
EffectRemove the target from the battlefield and set it up again anywhere on the battlefield more than 6" from all enemy units. The target cannot use Charge abilities this turn.
PROPELLER DOWNDRAUGHTPassive
EffectSubtract 1 from charge rolls for enemy units while they are within 9" of a friendly Grundstok Gunhauler .

Warscrolls

4

ENDRINMASTER

WITH DIRIGIBLE SUIT
Move12"
Health8
Save3+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Aethercannon18"13+3+23
Dirigible Suit Weapon Battery12"63+3+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Upgraded Aethermatic Saw43+3+22
ENDRINMASTER EXTRAORDINAIREYour Hero Phase
DeclarePick a friendly unit with the Fly keyword that is wholly within 12" of this unit to be the target.
EffectRoll a D3. On a 2+, Heal (X) the target where X is equal to the roll.
HeroInfantryFly

GRUNDSTOK THUNDERERS

Move4"
Health2
Save3+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Aethershot Rifle18"23+4+11
Aetheric Fumigator or Decksweeper10"53+4+-1Shoot in Combat
Grundstok Mortar or Aethercannon18"24+3+12
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Gun Butt14+5+-1
BEWILDERBLAST ROUNDSOnce Per Battle (Army), Any Shooting Phase
DeclarePick an enemy unit that had any damage points allocated to it this phase by this unit's shooting attacks to be the target.
EffectSubtract D6 from the target's control score for the rest of the turn.
InfantryReinforcements

GRUNDSTOK GUNHAULER

Move14"
Health10
Save2+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Sky Ordnance15"34+3+23
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Boarding Weapons44+4+-1
GUNHAULER OVERWATCHAny Combat Phase
DeclarePick an enemy unit that charged this turn and is in combat with this unit to be the target.
EffectRoll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
War MachineFly

ENDRINRIGGERS

Move12"
Health2
Save3+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Rapid Fire Rivet Gun10"33+4+11Shoot in Combat
Aethermatic Volley Gun15"2D64+4+-1Crit (2 Hits)
Skyrigger Heavy Weapon15"14+3+1D3Anti-Monster (+1 Rend)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Aethermatic Saw34+3+12Anti-charge (+1 Rend)
Gun Butt14+5+-1
CLOUDWEAVING SKYFARERS
EffectRoll a dice. On a 3+, this unit can use the 'Normal Move' ability as if it were your movement phase. Enemy Movement Phase Skyrigger Heavy Weapon 15" 1 4+ 3+ 1 D3 Anti- Monster Aethermatic Saw 3 4+ 3+ 1 2 Anti-charge (+1 Rend) Gun Butt 1 4+ 5+ - 1 -
InfantryFlyReinforcements
Spearhead · Kharadron Overlords

Skyhammer Task Force

Kharadron Overlords

Army Composition

5 entries
GeneralArkanaut Admiral
Unit5 Arkanaut Company (incl. Skypike)
Unit5 Arkanaut Company (incl. Light Skyhook and Aethermatic Volley Gun)
Unit3 Skywardens
Unit1 Arkanaut Frigate

Battle Traits

1
PLY THE SKIES
EffectPick a friendly Infantry unit that is wholly within the combat range of that Arkanaut Frigate and not in combat to be transported . Remove that Infantry unit from the battlefield. Ten, when the Arkanaut Frigate ends its move, set up the Infantry unit on the battlefield again, wholly within the combat range of the Arkanaut Frigate and not in combat. A unit cannot use Charge abilities if it was transported in the same turn. Reaction: You declared a non-Charge Move ability for an Arkanaut Frigate

Enhancements

4
THERE'S NO REWARD WITHOUT RISK
EffectYou can re-roll the charge roll for that Charge ability. Once Per Battle, Reaction: You declared a Charge ability for a unit wholly within 12" of your general
MASTERWROUGHT ARMOURPassive
EffectYour general has Ward (6+) .
FLASK OF VINTAGE GOROGNAOnce Per Battle, Any Hero Phase
EffectHeal (D6) your general.
LEAVE NO DUARDIN BEHINDOnce Per Battle, Your Hero Phase
DeclarePick a friendly Arkanaut Company unit wholly within 12" of your general and roll a dice for each slain model from that unit.
EffectFor each 4+, you can return 1 slain model to that unit.

Regiment Abilities

2
ASSAULT BOATOnce Per Battle, Your Movement Phase
DeclarePick a friendly unit that was transported this turn to use this ability.
EffectThat unit can still use Charge abilities later in the turn.
DISENGAGEOnce Per Battle, Your Movement Phase
DeclarePick a friendly Arkanaut Frigate to use this ability.
EffectIf that unit uses a Retreat ability this phase, no mortal damage is inflicted on it and it can still use Shoot abilities later in the turn.

Warscrolls

4

ARKANAUT ADMIRAL

Move4"
Health6
Save3+
Control2
Ward3+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Masterwork Volley Pistol10"33+3+12Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Skalfammer33+2+13
ALWAYS TAKE WHAT YOU ARE OWEDYour Hero Phase
DeclarePick a friendly Arkanaut Company unit wholly within 12" of this unit to be the target.
EffectAdd D6 to the target's control score until the start of your next turn.
HeroInfantry

SKYWARDENS

Move12"
Health2
Save4+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Vulcaniser Pistol10"33+3+11Shoot in Combat
Aethermatic Volley Gun15"2D64+4+-1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Skypike23+3+12Crit (Mortal)
Gun Butt14+5+-1
TIMED CHARGESEnd of Any Turn
DeclarePick an enemy unit in combat with this unit to be the target, then roll a dice.
EffectOn a 2+, infl ict 1 mortal damage on the target, and this unit can immediately use the 'Retreat' ability without any mortal damage being infl icted on it.
InfantryFlyReinforcements

ARKANAUT COMPANY

Move4"
Health1
Save4+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Privateer Pistol10"24+4+-1Shoot in Combat
Aethermatic Volley Gun15"2D64+4+-1
Light Skyhook15"14+3+2D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Arkanaut Cutter24+4+-1
Gun Butt14+5+-1
Skypike23+3+12Crit (Mortal)
GLORY-SEEKERSPassive
EffectAdd 1 to hit rolls for attacks made by this unit that target a unit contesting an objective.
InfantryReinforcements

ARKANAUT FRIGATE

Move12"
Health15
Save3+
Control5
Ward4+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Heavy Skyhook24"24+3+2D6
Aethershot Carbines12"43+3+12Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Crew's Boarding Weapons84+4+-1
BATTLE DAMAGEDPassive
EffectWhile this unit has 10 or more damage points, the Attacks characteristic of its Heavy Skyhook is 1.
BOMB RACKSOnce Per Battle, Your Movement Phase
DeclarePick an enemy unit that this unit passed across this phase to be the target, then roll a dice.
EffectOn a 2+, inflict D3 mortal damage on the target.
War MachineFly
Spearhead · Lumineth Realm-Lords

Glittering Phalanx

Lumineth Realm-Lords

Army Composition

5 entries
GeneralScinari Cathallar
Unit5 Vanari Auralan Sentinels
Unit5 Vanari Auralan Sentinels
Unit10 Vanari Auralan Wardens
Unit5 Vanari Bladelords

Battle Traits

4
FACETS OF WAROnce Per Battle Round, Start of Battle Round
EffectYou must use this ability at the start of the battle round. Pick 1 Facet of War ability. Th at Facet of War ability can be used this battle round but the other cannot.
LIGHTNING REACTIONSPassive
EffectWhen players are alternating picking units to use a Fight ability, when it is your turn to pick a unit, you can pick 2 units instead of 1. Resolve the second Fight ability immediately aft er the fi rst.
POWER OF HYSHOnce Per Turn (Army), Your Hero Phase
DeclarePick a friendly unit.
EffectRoll a dice. On a 2+, until the start of your next turn, attacks made by that unit score critical hits on unmodifi ed hit rolls of 5+. Keywords Facet of War
SHINING COMPANYPassive
EffectSubtract 1 from hit rolls for attacks that target friendly units. Keywords Facet of War

Enhancements

4
OVERWHELMING HEATYour Hero Phase
DeclarePick a visible enemy unit within 24" of your general, then make a casting roll of 2D6.
EffectOn a 7+, halve the Move characteristic of that unit until the start of your next turn and roll a dice. If the roll equals or exceeds that unit's Save characteristic, inflict D3 mortal damage on it.
PROTECTION OF HYSHYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of your general to be the target, then make a casting roll of 2D6.
EffectOn a 7+, the target has Ward (5+) until the start of your next turn.
WAYSTONEYour Movement Phase
EffectRemove your general from the battlefield and set them up again anywhere on the battlefield more than 6" from all enemy units. Keywords Core
SPEED OF HYSHYour Hero Phase
DeclarePick a visible friendly unit wholly within 18" of your general, then make a casting roll of 2D6.
EffectOn a 5+, double the Move characteristic of that unit until the start of your next turn.

Regiment Abilities

2
ARCANE PROWESSPassive
EffectAdd 1 to casting rolls for your general.
HEIGHTENED REFLEXESPassive
EffectAdd 1 to save rolls for friendly units that use a Fight ability immediately after another friendly unit because of the 'Lightning Reactions' ability, until the end of the phase.

Warscrolls

4

SCINARI CATHALLAR

Move6"
Health5
Save6+
Control2
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Despairing Touch33+4+-D3
DARKNESS OF THE SOULYour Hero Phase
DeclarePick an enemy unit within 12" of this unit to be the target, then roll a dice.
EffectOn a 3+, subtract D6 from the control score of the target unit this turn.
HeroWizardInfantry

VANARI BLADELORDS

Move6"
Health2
Save4+
Control1
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Sunmetal Greatblade: Flurry of Blows33+4+11Anti-- Infantry (+1 Rend)
SWORDMASTERSPassive
EffectEach time this unit uses a Fight ability, you must pick either the Perfect Strike or Flurry of Blows weapon characteristics for all the attacks it makes with its Sunmetal Greatblade. In addition: Do not use the attack sequence for an attack made with Perfect Strike . Instead, roll a dice. On a 2+, inflict 1 mortal damage on the target unit.
GUARDIANSPassive
EffectWhile your general is wholly within this unit's combat range, both this unit and your general have Ward (5+) .
Infantry

VANARI AURALAN SENTINELS

Move6"
Health1
Save5+
Control1
Ward3+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Auralan Bow18"23+4+11Crit (Auto-wound)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Vanari Dagger13+4+-1
LOFTED SHOTSYour Shooting Phase
EffectUntil the end of the phase, add 6" to the Range characteristic of this unit's Auralan Bows but subtract 1 from hit rolls for this unit's shooting attacks.
InfantryReinforcements

VANARI AURALAN WARDENS

Move6"
Health1
Save4+
Control1
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warden's Pike23+4+-1Anti-charge (+1 Rend)
MOONFIRE FLASKOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit in combat with this unit and that charged this turn to be the target, then roll a dice.
EffectOn a 2+, inflict D3 mortal damage on the target.
InfantryReinforcements
Spearhead · Lumineth Realm-Lords

Hurakan Vanguard

Lumineth Realm-Lords

Army Composition

4 entries
General1 Hurakan Windmage
Unit5 Hurakan Windchargers
Unit10 Vanari Auralan Wardens
Unit1 Hurakan Spirit of the Wind

Battle Traits

3
GALE FORCE
EffectAdd 1 to hit rolls for attacks made as part of that Attack ability if the target of that ability is closer to the leeward battlefield edge than the unit using this ability. Keywords Ride the Hurricane
PULLED BY THE WINDS
DeclarePick a friendly unit that is not in combat to be the target.
EffectThe target can move D6" but must end that move closer to the leeward battlefield edge. It can pass through the combat ranges of enemy units but cannot end that move in combat. Keywords Ride the Hurricane
STORM BREWING
DeclarePick a battlefield edge to be the target.
EffectThat battlefield edge is leeward . For the rest of the battle, each time a friendly Ride the Hurricane ability is used, after that ability has been resolved, change the leeward battlefield edge to the next edge clockwise. Once Per Turn (Army), Any Movement Phase Deployment Phase Once Per Turn (Army), Reaction: You declared an Attack ability

Regiment Abilities

6
LIFTED DEBRISYour Hero Phase
DeclarePick an enemy unit that is closer to the leeward battlefield edge than the large terrain feature within friendly territory to be the target.
EffectRoll a number of dice equal to the current battle round number. For each 3+, inflict 1 mortal damage on the target. Keywords Ride the Hurricane
ROARING HEADWINDOnce Per Battle (Army), Enemy Hero Phase
DeclarePick an enemy unit to be the target.
EffectFor the rest of the turn, each time the target uses a Move ability, it must end that move closer to the leeward battlefield edge.
WIND WHISPEREROnce Per Battle (Army), Any Hero Phase
DeclarePick a battlefield edge to be the target.
EffectChange the leeward battlefield edge to the target battlefield edge.
TEMPLE GUARDIANSPassive
EffectWhile any friendly Infantry units are within your general's combat range, both your general and those Infantry units have Ward (5+) .
CURVED SHOTSPassive
EffectYou can measure the range and visibility of your general's shooting attacks from any point on the leeward battlefield edge.
SCATTERED TO THE WINDSPassive
EffectSubtract 1 from the control scores of enemy units within 6" of your general for each friendly Ride the Hurricane ability used this battle round.

Warscrolls

4

HURAKAN WINDMAGE

Move12"
Health5
Save5+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Windblast Vortex12"12+3+2D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Aspiragillum33+4+1D3
GUIDE THE GUSTSYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, for the rest of the turn: • The target can use Retreat abilities and still use Shoot and/or Charge abilities later in the turn. • No mortal damage is inflicted on the target by Retreat abilities. 12" 2 5 5+
HeroWizardInfantryFly

HURAKAN SPIRIT OF THE WIND

Move18"
Health8
Save4+
Control5
Ward5+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Bow of the Wind's Vengeance15"42+3+22
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Swirling Shards62+4+-1
HURRICANE WINDSAny Shooting Phase
DeclarePick an enemy unit that had any damage points allocated to it this turn by this unit's shooting attacks to be the target.
EffectRoll a dice. On a 3+, the target has Strike-last for the rest of the turn.
EYE OF THE STORMPassive
EffectSubtract 1 from hit rolls for attacks that target friendly units while they are wholly within 6" of this unit.
MonsterFlyWard (5+)

HURAKAN WINDCHARGERS

Move14"
Health3
Save4+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Windcharger Bow12"33+4+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Windcharger Blade14+4+-1
Treerunner's Claws25+3+-1Companion
LEAP INTO THE STORMEnd of Your Turn
EffectIf this unit is not in combat, remove it from the battlefield and set it up again wholly within 3" of the leeward battlefield edge and more than 6" from all enemy units. Keywords Ride the Hurricane
Cavalry

VANARI AURALAN WARDENS

Move6"
Health1
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warden Pike and Blade23+4+-1Crit (Mortal)
WALL OF BLADESAny Combat Phase
EffectIf this unit did not charge this turn and is in combat with an enemy unit that charged this turn, roll a dice. Add 1 to the roll if that enemy unit is Cavalry . On a 3+, this unit has Strike-first for the rest of the turn. 6" 1 1 4+ Warden Pike and Blade 2 3+ 4+ - 1 Anti-charge (+1 Rend), Crit (Mortal)
InfantryReinforcements
Spearhead · Seraphon

Starscale Warhost

Seraphon

Army Composition

4 entries
GeneralSaurus Oldblood on Carnosaur
Unit5 Saurus Warriors
Unit5 Saurus Warriors
Unit3 Kroxigor

Battle Traits

1
BEAST OF THE DARK JUNGLESAny Combat Phase
DeclarePick your general to use this ability if they are in combat.
EffectPick 1 of the following: Pick an enemy unit in combat with your general and roll a dice. If the roll exceeds that unit's Health characteristic, 1 model in that unit is slain. Pick an enemy unit in combat with your general. Subtract D6 from that unit's control score this turn.

Enhancements

4
SOTEK'S GAZEEnd of Any Turn
EffectRoll a dice. Add the roll to your general's control score this turn.
ANCIENT STRATEGISTOnce Per Battle, Enemy Movement Phase
DeclarePick a friendly unit wholly within 12" of your general. You cannot pick your general.
EffectThat unit can use the 'Normal Move' ability as if it were your movement phase.
BLADE OF REALITIESPassive
EffectAdd 1 to the Rend characteristic of your general's Relic Celestite Weapon .
THE WRATH OF CHOTECPassive
EffectThe Attacks characteristic of your general's Sunbolt Gauntlet is 6 instead of D6.

Regiment Abilities

2
PREDATORY FIGHTERS
DeclareRoll a dice for each enemy unit in combat with any friendly units.
EffectOn a 3+, inflict 1 mortal damage on the unit being rolled for.
TEMPLE-CITY GUARDIANSPassive
EffectFriendly units have Ward (6+) while they are wholly within friendly territory.

Warscrolls

3

SAURUS OLDBLOOD

ON CARNOSAUR
Move10"
Health14
Save4+
Control5
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Sunbolt Gauntlet12"D63+3+11Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Relic Celestite Weapon53+3+12
Carnosaur's Massive Jaws34+2+23Companion
ANCIENT WARLORDYour Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target. You cannot pick this unit.
EffectUntil the start of your next turn, add 1 to charge rolls for the target.
BATTLE DAMAGEDPassive
EffectWhile this unit has 10 or more damage points, the Attacks characteristic of its Carnosaur's Massive Jaws is 1.
HeroMonster

SAURUS WARRIORS

Move5"
Health2
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Celestite Club23+3+11
ORDERED COHORTSPassive
EffectAdd 1 to save rolls for this unit while it is contesting an objective you control.
Infantry

KROXIGOR

Move5"
Health6
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Drakebite Maul44+2+12
BRUTAL BLOWSPassive
EffectThis unit's melee weapons have Crit (2 Hits) if the target unit has 5 or more models.
Infantry
Spearhead · Seraphon

Sunblooded Prowlers

Seraphon

Army Composition

7 entries
GeneralSunblood Pack with Venomites token Designer's Note: though the Sunblood Pack is a unit of three models, it is referred to as your 'general'.
Unit5 Saurus Warriors
Unit5 Saurus Warriors
Unit5 Hunters of Huanchi
Unit5 Hunters of Huanchi
Unit3 Terrawings
Unit1 Spawn of Chotec

Battle Traits

3
CHAMELEON AMBUSHYour Movement Phase
EffectSet up this unit anywhere on the battlefield more than 6" from all enemy units.
VENGEANCE OF AZYREnd of Any Turn
DeclarePick each enemy unit in combat with a friendly Saurus unit to be the targets.
EffectRoll a dice for each target. On a 4+, inflict 1 mortal damage on the target.
HIDDEN HUNTERS

Enhancements

4
INSTINCTIVE COMMANDERYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of your general and not in combat to be the target.
EffectRoll a dice. On a 3+, the target can immediately use the 'Normal Move' ability as if it were your movement phase.
SAVAGE MAULINGAny Combat Phase
DeclarePick an enemy unit in combat with your general to be the target.
EffectWard rolls cannot be made for the target for the rest of the turn.
VENOMITE SWARMAny Combat Phase
DeclarePick an enemy unit in combat with your general to be the target.
EffectIf your general's Venomites token is on the battlefield, roll a D3. On a 1, remove that token from the battlefield. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
BLESSED BY THE OLD ONESEnd of Any Turn
DeclareYour general must use this ability if it has been destroyed. Roll a dice.
EffectOn a 2+, you can set up a replacement unit with 1 Sunblood model anywhere on the battlefield more than 6" from all enemy units.

Regiment Abilities

2
SCALED AEGISYour Hero Phase
DeclarePick a friendly Saurus unit to be the target.
EffectRoll a dice. On a 3+, that unit has Ward (6+) until the start of your next turn.
FOLLOWERS OF HUANCHIYour Shooting Phase
DeclarePick a friendly Skink unit to be the target.
EffectRoll a dice. On a 3+, the target's ranged weapons have Crit (Auto-wound) for the rest of the turn, including Companion weapons.

Warscrolls

5

SUNBLOOD PACK

Move5"
Health3
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Celestite Weapons33+3+12
SCALED PROTECTORSPassive
EffectWhile this unit includes a Sunblood , ignore the first damage point that would be allocated to this unit each phase and add 1 to this unit's control score.
SAVAGE BELLOWYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of this unit to be the target and roll a dice.
EffectOn a 3+, the target's weapons have Crit (2 Hits) for the rest of the turn, including Companion weapons.
HeroInfantrySaurus

SPAWN OF CHOTEC

Move5"
Health8
Save5+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Glob of Flame Acid16"14+2+2D3+3Companion
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Fiery Maw33+3+23Companion
SUN ACOLYTESPassive
EffectThis unit has a crew of 3 Sun Acolytes that are tokens. Add 1 to this unit's control score for each Sun Acolyte it has. If this unit has no Sun Acolytes , it has a maximum control score of 1. Each time you make an unmodified save roll of 1 for this unit, remove 1 of its Sun Acolytes from the battlefield after the Attack ability has been resolved (the damage point is still inflicted). 5" 1 8 5+
BeastSkink

SAURUS WARRIORS

Move5"
Health2
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Celestite Club23+3+11
ORDERED COHORTSPassive
EffectAdd 1 to save rolls for this unit while it is contesting an objective you control. 5" 1 2 4+
InfantrySaurus

HUNTERS OF HUANCHI

Move8"
Health1
Save6+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Dartpipe10"23+3+-1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Feeble Claws14+5+-1
STAR-VENOMAny Shooting Phase
DeclarePick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit's Dartpipes to be the target.
EffectRoll a dice. On a 2+, subtract 1 from wound rolls for the target's combat attacks for the rest of the turn.
InfantrySkink

TERRAWINGS

Move12"
Health2
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Snapping Beaks34+4+-1Companion
NERVE-SHREDDING SCREECHESAny Combat Phase
DeclarePick an enemy unit in combat with this unit to be the target.
EffectRoll a dice. On a 4+, subtract 1 from hit rolls for the target's combat attacks for the rest of the turn.
BeastFlyReinforcements
Spearhead · Stormcast Eternals

Yndrasta's Spearhead

Stormcast Eternals

Army Composition

6 entries
GeneralYndrasta, the Celestial Spear
Unit1 Knight-Vexillor
Unit3 Annihilators
Unit5 Vanquishers
Unit5 Vanquishers
UnitStormstrike Chariot

Battle Traits

5
SCIONS OF THE STORM
LIGHTNING-STRIKE ARRIVALYour Movement Phase
EffectSet up this unit anywhere on the battlefield more than 6" from all enemy units. Keywords Core
HOLY ORDERS
STORM CHARGEOnce Per Battle, Your Charge Phase
DeclarePick a friendly unit that is not in combat.
EffectT at unit can use Charge abilities this turn even if it used a Run ability in the same turn.
SHIELD OF AZYROnce Per Turn, Your Hero Phase
DeclarePick a friendly unit.
EffectUntil the start of your next turn, that unit has Ward (5+) .

Enhancements

8
THE PRIME HUNTRESSPassive
EffectThe Damage characteristic of Tengavar (Yndrasta's spear) is 2D6 for attacks that target a Monster .
DAZZLING RADIANCEOnce Per Battle, Your Movement Phase
DeclarePick your general to use this ability if they were set up this phase.
EffectYou can return 1 slain model to each friendly unit wholly within 12" of your general.
STRIKE WITH THE TEMPEST'S RAGEPassive
EffectYour general has Strike-first if they charged in the same turn.
HAWK OF THE CELESTIAL SKIESOnce Per Battle, Any Combat Phase
EffectUntil the end of the phase, add 1 to hit rolls for attacks made by friendly units while they are wholly within 12" of your general.
HALLOWED SCROLLSPassive
EffectYour general has Ward (5+) .
MORRDA'S TALONPassive
EffectYour general's Hallowed Greataxe has Crit (Mortal) .
QUICKSILVER DRAUGHTOnce Per Battle, Any Combat Phase
EffectYour general has Strike-first this phase.
NULL PENDANTOnce Per Battle, End of Any Turn
DeclareRoll a dice for each enemy unit contesting the same objective as your general.
EffectOn a 2+, subtract the roll from the control score of that enemy unit this turn.

Regiment Abilities

4
DRIVE THEM BACKEnd of Any Turn
DeclarePick any number of friendly units that are both contesting an objective and in combat.
EffectEach of those units can make a pile-in move (Core Rules, 15.3). For each unit that did so, pick an enemy unit within 1" of it and roll a dice. On a 4+, inflict 1 mortal damage on that enemy unit.
DEFEND TO THE LASTPassive
EffectFriendly units have Ward (6+) while they are contesting an objective you control.
STRIKE WHERE NEEDEDOnce Per Battle, Reaction: You declared a Retreat ability
EffectNo mortal damage is inflicted on that unit by that Retreat ability. In addition, that unit can still use Charge abilities this turn even though it used a Retreat ability.
BLAZE OF GLORY
DeclarePick a friendly unit that is in combat.
EffectUntil the end of the phase, each time a model in that unit is slain, make a vengeance roll of D6. On a 4+, inflict 1 mortal damage on an enemy unit in combat with that unit.

Warscrolls

9

YNDRASTA

THE CELESTIAL SPEAR
Move12"
Health8
Save3+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
T engavar12"13+2+24Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Blade of the High Heavens53+3+23
CHAMPION OF SIGMAROnce Per Battle, Any Combat Phase
EffectT is unit has Ward (5+) this phase.
HeroInfantryFlyWard (6+)

VANQUISHERS

Move5"
Health2
Save3+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Celestial Greatsword23+3+11
LIGHTNING STRIKESPassive
EffectAdd 1 to the Damage characteristic of this unit's Celestial Greatswords for attacks that target an enemy unit that has 5 or more models. Infantry
Infantry

KNIGHT-VEXILLOR

Move5"
Health6
Save3+
Control5
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Sigmarite Warblade43+3+12
BANNER OF THE REFORGEDYour Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target.
EffectHeal (D3) the target. In addition, add 3 to that unit's control score until the start of your next turn. Hero, Infantry he start of your next turn.
HeroInfantry HeroInfantry

ANNIHILATORS

Move4"
Health3
Save2+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Meteoric Hammer33+3+12
FORCE OF A FALLING STARAny Charge Phase
DeclareIf this unit charged this phase and the unmodified charge roll was 8+, pick an enemy unit within 1" of it to be the target.
EffectThe target has Strike-last this turn. Infantry
Infantry

STORMSTRIKE CHARIOT

Move10"
Health10
Save3+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Great Stormbow18"23+3+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Stormstrike Axe33+3+11
Gryph-chargers' Beaks and Claw64+3+11Companion
AZYR UNLEASHEDAny Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit within 1" of it to be the target and roll a dice.
EffectOn a 2+, inflict D3 mortal damage on the target.
War Machine

LORD-VIGILANT

ON GRYPH-STALKER
Move12"
Health8
Save3+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Hallowed Greataxe53+3+22
Gryph-stalker's Beak and Talons34+3+12Companion
DELIVER JUDGEMENTOnce Per Battle, Any Combat Phase
DeclarePick a friendly non- Hero unit wholly within 12" of this unit to be the target.
EffectThe target can use 2 Fight abilities this phase. Afer the first is used, however, the target has Strike-last for the rest of the phase.
PLAN THE ATTACKYour Hero Phase
DeclarePick an objective you do not control.
EffectFor the rest of the turn, add 1 to hit rolls for combat attacks made by friendly units that target enemy units contesting that objective.
HeroCavalry

LORD-VERITANT

Move5"
Health6
Save3+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Staff of Abjuration13+3+13
Judgement Blade33+3+1D3Anti-Priest (+1 Rend), Anti-Wizard (+1 Rend)
CLEANSING FIRESYour Hero Phase
DeclarePick a visible enemy unit within 12" of this unit to be the target, then make a chanting roll of D6.
EffectOn a 3+, roll a dice for each model in the target unit. For each 5+, infl ict 1 mortal damage on the target unit.
SENSE UNHOLY SORCERYPassive
EffectT is unit's Gryph-crow is a token. T is unit has Ward (5+) while its Gryph-crow is on the battlefi eld. If you make an unmodifi ed ward roll of 1 for this unit, remove its Gryph-crow from the battlefi eld.
HeroPriestInfantry

PROSECUTORS

Move12"
Health2
Save3+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Stormcall Javelin10"13+3+1D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Stormcall Javelin33+3+11
HERALDS OF RIGHTEOUSNESSPassive
EffectWhen you make a charge roll for this unit, roll 1 additional dice.
SKIRMISHERSPassive
EffectThis unit has a coherency range of 2".
InfantryFlyReinforcements

LIBERATORS

Move5"
Health2
Save3+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warhammer23+3+11Crit (Mortal)
Grandhammer23+3+12Crit (Mortal)
STALWART DEFENDERSPassive
EffectAdd 3 to this unit's control score while it contests an objective wholly within friendly territory.
InfantryReinforcements
Spearhead · Sylvaneth

Bitterbark Copse

Sylvaneth

Army Composition

4 entries
GeneralBranchwych
Unit1 Treelord
Unit3 Kurnoth Hunters
Unit5 Tree-Revenants

Battle Traits

2
STRIKE AND FADEOnce Per Turn, End of Any Turn
DeclarePick a friendly unit that used a Fight ability this turn and is within 3" of any terrain features, then roll a dice.
EffectOn a 2+, remove that unit from the battlefield and set it up again so that each model in the unit is within 3" of any terrain features and more than 6" from all enemy units.
LEY LINESOnce Per Turn, End of Any Turn
EffectHeal (1) each friendly unit that is within 3" of any terrain features.

Enhancements

4
GNARLED WARRIORPassive
EffectIgnore negative modifiers to save rolls for your general.
TREESONGYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of your general to be the target, then make a casting roll of 2D6.
EffectOn a 7+, add 1 to the Rend characteristic of the target unit's melee weapons until the start of your next turn.
SEED OF REBIRTHPassive
EffectIf your general would be destroyed, before removing them from play, roll a dice. On a 3+, your general is not destroyed and any remaining damage points inflicted on them have no effect. Then, Heal (1) your general. This unit cannot use this ability again for the rest of the battle.
REGROWTHYour Hero Phase
DeclarePick a visible friendly unit wholly within 18" of your general to be the target, then make a casting roll of 2D6.
EffectOn a 5+, Heal (D6) the target.

Regiment Abilities

2
VENGEFUL SPIRITS OF THE LANDOnce Per Turn, End of Any Turn
DeclarePick an enemy unit that is contesting an objective and roll a dice.
EffectOn a 4+, inflict D3 mortal damage on that enemy unit.
WALKERS OF THE HIDDEN PATHSOnce Per Turn, Your Movement Phase
DeclarePick a friendly unit that is within 3" of any terrain features and not in combat.
EffectRemove that unit from the battlefield and set it up again more than 6" from all enemy units. That unit cannot use Move abilities for the rest of the phase.

Warscrolls

4

BRANCHWYCH

Move6"
Health5
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Greenwood Scythe and Bittergrub33+4+1D3
VERDUROUS HARMONYYour Hero Phase
DeclarePick a visible friendly unit wholly within 18" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 7+, you can return 1 slain model to the target unit. If you picked a Tree-Revenants unit, you can return D3 slain models instead of 1.
HeroWizardInfantry

TREELORD

Move5"
Health14
Save3+
Control5
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Strangleroots10"33+2+12Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Sweeping Blows54+2+12
Massive Impaling Talons24+2+23
GROUNDSHAKERAny Combat Phase
DeclarePick an enemy unit in combat with this unit to be the target, then roll a dice.
EffectOn a 4+, the target has Strike-last this phase.
BATTLE DAMAGEDPassive
EffectWhile this unit has 10 or more damage points, the Attacks characteristic of its Massive Impaling Talons is 1.
Monster

KURNOTH HUNTERS

Move5"
Health5
Save4+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Kurnoth Greatbow18"23+3+12
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Vicious Claws33+3+-1
ENVOYS OF THE EVERQUEENPassive
EffectWhile this unit is contesting an objective, friendly units contesting that objective have Ward (6+) .
Infantry

TREE-REVENANTS

Move6"
Health2
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Enchanted Blade23+4+11
MARTIAL MEMORIESAny Combat Phase
EffectPick 1 of the following effects to apply to this unit this phase: Add 1 to hit rolls for attacks made by this unit. Add 1 to save rolls for this unit.
InfantryReinforcements
Spearhead · Sylvaneth

Spitewing Flight

Sylvaneth

Army Composition

4 entries
GeneralArch-Revenant
Unit5 Gossamid Archers
Unit3 Spiterider Lancers
Unit3 Revenant Seekers

Battle Traits

3
TARGET OF VENGEANCE
DeclareIf there is no enemy quarry on the battlefield, pick an enemy unit on the battlefield to be the target.
EffectThe target is the quarry for the rest of the battle.
AIRBORNE COHESIONPassive
EffectFriendly units have a coherency range of 2".
SONG OF THE HUNTPassive
EffectYou gain 1 chord each time an enemy quarry is destroyed. The following cumulative effects apply depending on the number of chords you have: 1 chord Simple: Add 1 to run rolls and charge rolls for friendly units while they are within 9" of the enemy quarry . 2 chords Tuneful: Add 1 to hit rolls for friendly units' attacks while they are within 9" of the enemy quarry . 3+ chords Melodic: Add 1 to wound rolls for friendly units' attacks while they are within 9" of the enemy quarry .

Regiment Abilities

6
LEAVES ON THE WINDOnce Per Battle (Army), End of Any Turn
DeclarePick a friendly unit that is in combat to be the target.
EffectThe target can immediately use the 'Retreat' ability as if it were your movement phase and no mortal damage is inflicted on it if it does so.
LIFEBRINGERSOnce Per Turn (Army), End of Any Turn
EffectHeal (D3) each friendly unit.
ZEPHYRKIN
EffectIf your general charged this turn, they can move up to 2D6" after that Fight ability has been resolved. They cannot end that move in combat.
BOLD SPIRITOnce Per Battle (Army), Any Hero Phase
EffectFor the rest of the turn, add 1 to wound rolls for friendly units' combat attacks while they are within your general's combat range.
CUNNING PURSUERPassive
EffectWhile your general is in combat, add 1 to charge rolls for friendly units wholly within 12" of them. Add 2 instead while your general is in combat with the quarry .
HEAD OF THE HUNT
EffectAdd 1 to the Rend characteristic of your general's melee weapons while the enemy quarry is within 9" of and visible to them. Passive Reaction: You declared a Fight ability for your general

Warscrolls

4

ARCH-REVENANT

Move12"
Health6
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Arch-Revenant's Glaive53+4+12
HEARTWOOD HUNTING HORNYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of this unit to be the target.
EffectUntil the start of your next turn, when determining which effects of the 'Song of the Hunt' ability apply to the target, you count as having 1 additional chord. 2 6 4+ 12"
HeroInfantryFly

GOSSAMID ARCHERS

Move12"
Health2
Save5+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Gossamid Bow12"23+4+11Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Cruel Talons13+4+-1
ZEPHYRSPITES
EffectAfter that Shoot ability has been resolved, this unit can move up to D6". It cannot move into combat during any part of that move. Keywords Move Reaction: You declared a Shoot ability for this unit 12" 1 2 5+
InfantryFly

SPITERIDER LANCERS

Move12"
Health5
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Spiterider Lance33+4+11Charge (+1 Damage)
Dragonspite's Mandibles34+3+12Companion
SPITERIDER CHARGEAny Charge Phase
DeclareIf this unit charged this phase, pick a visible enemy unit within 1" of it to be the target.
EffectRoll a D3. Add 1 to the roll if the target is the enemy quarry . On a 2+, inflict an amount of mortal damage on the target equal to the roll. 12" 2 5 4+
CavalryFly

REVENANT SEEKERS

Move12"
Health5
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Seeker's Sickle33+4+11Crit (Mortal)
Dragonspite's Mandibles34+3+12Companion
DEAFENING DRONEAny Combat Phase
DeclareIf this unit did not charge this turn, pick an enemy unit in combat with it to be the target.
EffectRoll a dice. If the roll exceeds the target's Control characteristic, subtract 1 from the Attacks characteristic of the target's melee weapons for the rest of the turn. 12" 2 5 4+ REVENANT SEEKERS
CavalryFly
Spearhead · Blades of Khorne

Bloodbound Gore Pilgrims

Blades of Khorne

Army Composition

5 entries
GeneralSlaughterpriest
Unit5 Blood Warriors
Unit5 Blood Warriors
Unit10 Bloodreavers
Unit3 Mighty Skullcrushers

Battle Traits

3
MURDERLUSTOnce Per Turn, Any Hero Phase
DeclareSpend 1 blood tithe point and pick up to D3 friendly units.
EffectEach of those units can move D6" (roll for each).
HEADS MUST ROLLOnce Per Turn, Any Hero Phase
DeclareSpend 3 blood tithe points and pick up to 3 friendly units.
EffectAdd 1 to the Rend characteristic of those units' melee weapons until the start of your next turn.
THE BLOOD TITHEPassive
EffectEach time a unit is destroyed during the battle, you receive 1 blood tithe point .

Enhancements

4
RESANGUINATIONYour Hero Phase
DeclarePick a visible friendly unit wholly within 16" of your general, then make a chanting roll of D6.
EffectOn a 3+, Heal (D3) that unit.
UNHOLY FLAMESYour Hero Phase
DeclarePick a visible friendly unit wholly within 16" of your general, then make a chanting roll of D6.
EffectOn a 4+, add 1 to the Rend characteristic of that unit's melee weapons until the start of your next turn.
HEADHUNTERAny Combat Phase
DeclarePick an enemy Hero in combat with your general.
EffectYour general has Strike-first this phase, but all attacks made by them this phase must target that enemy Hero .
THE CRIMSON PLATEPassive
EffectYour general has Ward (5+) .

Regiment Abilities

2
FAVOURED OF KHORNEOnce Per Turn, Start of Your Turn
EffectRoll a dice. On a 2+, you receive 1 blood tithe point .
BLOOD-WOKEN RUNESPassive
EffectFriendly units have Ward (5+) if they have used a Fight ability in the same phase.

Warscrolls

4

SLAUGHTERPRIEST

Move5"
Health6
Save5+
Control2
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Hackblade and Wrath-hammer43+3+12
BLOOD BOILYour Hero Phase
DeclarePick a visible enemy unit within 16" of this unit to be the target, then make a chanting roll of D6.
EffectOn a 4+, inflict D3 mortal damage on the target.
BLOOD SACRIFICEYour Hero Phase
DeclarePick a friendly unit within this unit's combat range to be the target.
EffectRoll a dice. On a 2+, inflict D3 mortal damage on the target and you gain 1 blood tithe point .
HeroPriestInfantry

MIGHTY SKULLCRUSHERS

Move8"
Health5
Save2+
Control2
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Bloodglaive33+3+11Charge (+1 Damage)
Juggernaut's Brazen Hooves24+3+1D3Companion
BRASS STAMPEDEYour Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit within 1" of it to be the target, then roll a dice.
EffectOn a 2+, inflict 1 mortal damage on the target.
Cavalry

BLOOD WARRIORS

Move5"
Health2
Save3+
Control1
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Goreaxe and Gorefist34+3+11
NO RESPITEPassive
EffectEach time a model in this unit is slain, you can pick an enemy unit in combat with this unit and roll a dice. On a 4+, inflict 1 mortal damage on that enemy unit.
Infantry

BLOODREAVERS

Move5"
Health1
Save6+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Reaver Blades24+3+-1
FRENZIED DEVOTIONEnd of Any Turn
EffectIf this unit is within 8" of your general, you can return D3 slain models to this unit.
Infantry
Spearhead · Blades of Khorne

Fangs of the Blood God

Blades of Khorne

Army Composition

4 entries
GeneralKaranak
Unit5 Flesh Hounds
Unit5 Flesh Hounds
Unit8 Claws of Karanak

Battle Traits

2
THE QUARRYStart of Battle Round
EffectIf no enemy units are the quarry, pick an enemy unit to be the quarry (you can pick an enemy unit in reserve).
BLOOD-DRENCHEDOnce Per Turn, End of Any Turn
DeclarePick a friendly unit that slew any enemy models using a Fight ability this turn to be the target.
EffectFor the rest of the battle, the target's melee weapons have Crit (Mortal) .

Regiment Abilities

6
SAVAGERY UPON SAVAGERYOnce Per Battle, Any Combat Phase
DeclarePick a friendly unit in combat to be the target.
EffectFor the rest of the turn, add 1 to the Attacks characteristic of the target's melee weapons. If the target is a Hero , add D3 to the Attacks characteristic of its melee weapons instead.
KILLING POUNCEOnce Per Battle, Any Charge Phase
EffectFor the rest of the turn, when making charge rolls for your general, you can roll an additional dice, to a maximum of 3, but if you do, they must finish that charge in combat with the quarry .
EVASIVE HUNTERPassive
EffectSubtract 1 from hit rolls and wound rolls for shooting attacks that target your general.
FURIOUS BITESEnd of Any Turn
EffectIf your general is in combat with the quarry , inflict D3 mortal damage on the quarry .
SUSTAINED BY GOREEnd of Any Turn
EffectHeal (D3) your general.
THE SCENT OF BLOODPassive
EffectAdd 1 to hit rolls and add 1 to wound rolls for combat attacks that target an enemy unit that had any damage points allocated to it this turn.

Warscrolls

3

KARANAK

Move8"
Health7
Save5+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Savage Maws and Goreslick Claws64+3+12Anti-Hero (+1 Rend)
STALK THE PREYAny Hero Phase
EffectThis unit can move D6". It cannot end that move in combat unless it was in combat at the start of that move and, if there is an enemy quarry on the battlefield, it must end that move closer to the quarry . Savage Maws and Goreslick Claws 6 4+ 3+ 1 2 Anti- Hero (+1 Rend) 6+
HeroBeastWard (6+)

FLESH HOUNDS

Move8"
Health2
Save6+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Blood-dark Claws44+3+-1
UNFLAGGING HUNTERSPassive
EffectAdd 1 to charge rolls for this unit.
BeastWard (6+)Reinforcements

CLAWS OF KARANAK

Move6"
Health1
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Weapons of the Hunt34+3+-1Crit (2 Hits)
PACK HUNTERSAny Combat Phase
DeclarePick an enemy unit in combat with both this unit and a friendly Flesh Hounds unit to be the target.
EffectFor the rest of the turn, this unit's combat attacks that target that enemy unit score critical hits on unmodified hit rolls of 5+.
EARN HIS GAZE THROUGH ANNIHILATION
InfantryReinforcements
Spearhead · Disciples of Tzeentch

Fluxblade Coven

Disciples of Tzeentch

Army Composition

6 entries
GeneralMagister on Disc of Tzeentch
Unit3 Flamers of Tzeentch
Unit3 Screamers of Tzeentch
Unit5 Tzaangors
Unit5 Tzaangors
Unit10 Kairic Acolytes

Battle Traits

1
MASTERS OF DESTINYOnce Per Battle, Start of the First Battle Round
EffectRoll 9 dice and put them to one side. These are your destiny dice . During the battle, instead of rolling the dice for 1 of the rolls from the list opposite, you can pick one of your destiny dice and use it as the roll. Once a destiny dice has been used, it is discarded. If you want to replace a roll that uses more than one D6, you must use the same number of destiny dice (e.g. you would need to use 2 destiny dice in place of a 2D6 casting roll). Rolls that are replaced count as unmodified rolls and cannot be re-rolled or modified unless noted. The following rolls can be replaced with destiny dice : • Casting rolls • Run rolls • Charge rolls • Hit rolls • Wound rolls • Save rolls - you must still modify the roll by the Rend characteristic of the attacking weapon.

Enhancements

4
DAEMONHEARTOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit within 1" of your general.
EffectInflict an amount of mortal damage on that unit equal to the number of the current battle round.
TIMESLIP PENDANTOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit within 9" of your general.
EffectThat unit has Strike-last this phase.
SHIELD OF FATEYour Hero Phase
DeclarePick a visible friendly unit wholly within 18" of your general, then make a casting roll of 2D6.
EffectOn a 6+, until the start of your next turn, that unit has Ward (6+) . If that unit already has a ward save, add 1 to ward rolls for that unit until the start of your next turn instead.
GLIMPSE THE FUTUREYour Hero Phase
DeclareIf you have fewer than 6 destiny dice , make a casting roll of 2D6.
EffectOn a 7+, you can roll a dice and add it to your destiny dice .

Regiment Abilities

2
ETERNAL CONFLAGRATIONPassive
EffectAdd 1 to the Rend characteristic of ranged weapons used by friendly Flamers of Tzeentch units.
TRANSIENT FORMSPassive
EffectRoll a dice each time a friendly Kairic Acolytes model is slain in the combat phase. On a 4+, you can return 1 slain model to a friendly Tzaangors unit within 9" of the slain model.

Warscrolls

5

MAGISTER

ON DISC OF TZEENTCH
Move14"
Health6
Save4+
Control2
Ward3+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Tzeentchian Runestaff18"13+4+-D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warpsteel Sword33+4+-D3
Disc's Teeth and Horns24+3+1D3Companion
BOLT OF CHANGEYour Hero Phase
DeclarePick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, inflict D3 mortal damage on the target. If any models are slain by this ability, you can pick a friendly Tzaangors unit wholly within 18" of this unit and return 1 slain model to that Tzaangors unit.
HeroWizardCavalryFly

KAIRIC ACOLYTES

Move5"
Health1
Save5+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Sorcerous Bolts18"14+3+-1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Cursed Blade24+4+-1
GESTALT SORCERYYour Shooting Phase
DeclareMake a casting roll of 2D6.
EffectOn a 6+, add 1 to the Rend characteristic of this unit's Sorcerous Bolts this phase.
InfantryReinforcements

SCREAMERS OF TZEENTCH

Move14"
Health3
Save5+
Control1
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Lamprey Bite34+3+11
SLASHING FINSYour Movement Phase
DeclarePick an enemy unit that any models in this unit passed across this phase to be the target, then roll a dice for each model in this unit that did so.
EffectFor each 4+, inflict 1 mortal damage on the target.
BeastFlyWard (6+)

TZAANGORS

Move6"
Health2
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Savage Blade and Vicious Beak24+3+-1
LONG-PLANNED STRIKEPassive
EffectWhile this unit is wholly within enemy territory, its melee weapons have Crit (2 Hits) .
InfantryReinforcements

FLAMERS OF TZEENTCH

Move9"
Health2
Save5+
Control1
Ward3+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Wyrdflame12"33+4+-D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Flaming Maws33+4+-1
CAPRICIOUS WYRDFLAMEPassive
InfantryFlyWard (6+)
Spearhead · Disciples of Tzeentch

Tzaangor Warflock

Disciples of Tzeentch

Army Composition

4 entries
GeneralTzaangor Shaman
Unit10 Tzaangors
Unit3 Tzaangor Enlightened
Unit3 Tzaangor Skyfires

Battle Traits

3
FATED ARRIVALYour Movement Phase
EffectSet up this unit wholly within friendly territory, within 1" of a battlefield edge and more than 6" from all enemy units. Your Tzaangor Enlightened unit is not set up during the deployment phase. Instead, from the second battle round onwards, it can use the following ability:
CHEAT DESTINY
EffectInstead of discarding that card, return it face down to the bottom of your battle tactic deck. Reaction: You used a command on a battle tactic card
PREDICT THE FUTUREYour Hero Phase
EffectYou can look at up to 3 cards from the top of your battle tactic deck without adding them to your hand. Then, in any order, return each card face down to either the top or the bottom of your battle tactic deck.

Enhancements

4
MUTAGENIC SORCERYEnd of Any Turn
DeclarePick a visible enemy unit within 12" of your general to be the enemy target. Then, pick a friendly Tzaangors unit in combat with the enemy target to be the friendly target.
EffectRoll a D3. On a 2+: • Inflict an amount of mortal damage on the enemy target equal to the roll. • You can return 1 slain model to the friendly target.
INFERNAL GATEWAYYour Hero Phase
DeclarePick a visible enemy unit within 18" of your general to be the target, then make a casting roll of 2D6.
EffectOn a 5+, roll either 3 dice or a number of dice equal to the number of battle tactic cards you have discarded this battle. For each 4+, inflict 1 mortal damage on the target.
PREDICTED STRIKEOnce Per Battle, Enemy Movement Phase
DeclarePick a visible friendly unit wholly within 12" of your general and that is not in combat to be the target.
EffectThe target can move D6". It cannot move through the combat ranges of enemy units or end that move in combat.
FOLD REALITYYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of your general to be the target, then make a casting roll of 2D6.
EffectOn a 6+, remove the target from the battlefield and set it up again wholly within 12" of your general and more than 6" from all enemy units.

Regiment Abilities

2
CONSTANT FLUXPassive
EffectSubtract 1 from the Rend characteristic of weapons used for attacks that target friendly units while you are the underdog.
ARCANE RITUALISTSPassive
EffectAdd 1 to casting rolls for your general while they are wholly within 6" of another friendly unit.

Warscrolls

4

TZAANGOR SHAMAN

Move14"
Health6
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Staff of Change and Ritual Dagger34+3+1D3
Disc's Teeth and Horns24+3+1D3Companion
MUTATIVE AURAYour Hero Phase
DeclarePick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 7+, until the start of your next turn, each time an unmodified hit roll for a combat attack made by the target is 1, inflict 1 mortal damage on the target after the Fight ability has been resolved.
HeroWizardCavalryFly

TZAANGOR ENLIGHTENED

Move14"
Health4
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Tzeentchian Spear and34+3+12
Vicious Beak Disc's Teeth and Horns24+3+1D3Companion
DELIVER ON FATEPassive
EffectAdd 1 to charge rolls for this unit while you are the underdog.
CavalryFly

TZAANGOR SKYFIRES

Move14"
Health4
Save4+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Arrow of Fate18"24+3+12
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Bow Stave and Vicious Beak14+3+-1
Disc's Teeth and Horns24+3+1D3Companion
DESTINED QUARRYYour Shooting Phase
DeclarePick an enemy unit that had any damage points allocated to it this phase by this unit's shooting attacks to be the target.
EffectAdd 1 to hit rolls for combat attacks made by friendly units that target that enemy unit for the rest of the turn.
CavalryFly

TZAANGORS

Move6"
Health2
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Savage Blades and Vicious Beak34+3+11
ELDRITCH RAIDERSPassive
EffectAdd 1 to wound rolls for this unit's attacks while it is wholly within enemy territory. TZAANGORS 6" 1 2 5+
Infantry
Spearhead · Hedonites of Slaanesh

Blades of the Lurid Dream

Hedonites of Slaanesh

Army Composition

5 entries
GeneralShardspeaker of Slaanesh
Unit5 Blissbarb Archers with 1 Blissbrew Homonculus
Unit5 Blissbarb Archers
Unit5 Slickblade Seekers
Unit3 Slaangor Fiendbloods

Battle Traits

4
TEMPTATIONS OF SLAANESH
TANTALISING TORMENT
SADISTIC SPITE
OBLIVIOUS INDULGENCE

Enhancements

4
SCEPTRE OF DOMINATIONAny Combat Phase
DeclareRoll a dice for each enemy unit in combat with your general.
EffectOn a 5+, the unit being rolled for has Strike-last this phase.
CACOPHONIC CHOIRYour Hero Phase
DeclareMake a casting roll of 2D6.
EffectOn a 6+, make a cacophony roll of D6. Inflict D3 mortal damage on each enemy unit (roll for each) within 6" of your general that has a Control characteristic less than the cacophony roll.
PENDANT OF SLAANESHYour Hero Phase
EffectHeal (D3) your general.
TWISTED MIRROROnce Per Turn, Your Shooting Phase
DeclarePick an enemy unit within 9" of your general and roll a dice.
EffectOn a 4+, subtract 1 from save rolls for that unit until the start of your next turn.

Regiment Abilities

2
UNPARALLELED SPEEDOnce Per Battle, Any Combat Phase
DeclarePick a friendly unit to use this ability.
EffectThat unit has Strike-first this phase.
LOCUS OF DIVERSIONYour Movement Phase
DeclarePick a friendly unit to use this ability.
EffectFor the rest of the turn, that unit can use a Retreat ability and still use Shoot and/or Charge abilities later in the turn.

Warscrolls

4

SHARDSPEAKER OF SLAANESH

Move6"
Health5
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Haze Staff33+4+1D3
VISION OF DAMNATIONYour Hero Phase
DeclareMake a casting roll of 2D6.
EffectOn a 6+, roll 6 dice. For each 4+, you receive 1 depravity point .
HeroWizardInfantry

SLICKBLADE SEEKERS

Move12"
Health4
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Slickblade Glaive33+4+11Charge (+1 Damage)
Exalted Steed's Poisoned Tongue33+4+-1Companion
UNRIVALLED VELOCITYPassive
EffectYou can re-roll charge rolls for this unit.
CavalryReinforcements

SLAANGOR FIENDBLOODS

Move6"
Health3
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Razor-sharp Claws44+3+12
Razor-sharp Claw and Gilded Weapon54+3+12
SLAUGHTER AT ANY COSTEnemy Shooting Phase
DeclareThis unit can use this ability if any damage points were allocated to it this turn.
EffectThis unit can use the 'Normal Move' ability as if it were your movement phase.
InfantryReinforcements

BLISSBARB ARCHERS

Move6"
Health1
Save6+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Blissbarb Bow18"23+4+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Sybarite Blade13+4+-1
LIGHT-FOOTED KILLERSPassive
EffectThis unit can use Shoot abilities even if it used a Run ability in the same turn.
InfantryReinforcements
Spearhead · Hedonites of Slaanesh

Epicurean Revellers

Hedonites of Slaanesh

Army Composition

5 entries
GeneralThricefold Discord
Unit3 Fiends
Unit10 Daemonettes
Unit10 Daemonettes
Unit5 Seekers

Battle Traits

1
FAVOUR MOST FICKLEPassive
EffectThe following effects apply based on the number of friendly units on the battlefield. These effects are not cumulative: • 5 or more units: Add 2 to the Control characteristic of friendly units. • 4 units: Add 1 to hit rolls and wound rolls for friendly units' combat attacks, including attacks made with Companion weapons. • 3 units: Add 1 to run rolls and charge rolls for friendly units. • 2 units: Friendly units have Ward (5+) . • 1 unit: Add 2 to the Attacks characteristic of friendly units' melee weapons, including Companion weapons.

Enhancements

4
HIGH COURTIERSPassive
EffectWhile your general is wholly within the combat range of a friendly Daemonettes unit, both units have Ward (5+) .
IRRESISTIBLE SOUL-MUSKOnce Per Battle, Your Movement Phase
DeclarePick a visible friendly Seekers or Fiends unit wholly within 12" of your general to be the target.
EffectRemove the target from the battlefield and set it up again on the battlefield more than 6" from all enemy units.
TWISTED GRACEPassive
EffectWhen your general makes a pile-in move, if they charged in the same turn, add D6" to the distance they can move.
EXCESS OF VIOLENCEOnce Per Battle, Any Combat Phase
DeclarePick a visible friendly unit wholly within 12" of your general to be the target.
EffectThe target's melee weapons, including Companion weapons, have Crit (2 Hits) until the start of your next turn.

Regiment Abilities

2
DAEMONIC ONSLAUGHT
DeclarePick a friendly Seekers or Fiends unit wholly within 12" of your general to be the target.
EffectThe target can use the 'Normal Move' ability as if it were your movement phase. Once Per Battle, Deployment Phase
BRINGERS OF DEGRADATIONPassive
EffectWhen players are alternating picking units to use a Fight ability, when it is your turn to pick a unit, you can pick 2 friendly Daemonettes units instead of 1 unit. Resolve the second Fight ability immediately after the first.

Warscrolls

4

THRICEFOLD DISCORD

Move6"
Health3
Save5+
Control2
Ward5+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Thricefold Arsenal33+3+12
DISPENSERS OF FAVOURYour Hero Phase
DeclarePick up to X different friendly units wholly within 12" of this unit to be the targets, where X is the number of models in this unit. Then, make a casting roll of 2D6.
EffectOn a 6+, apply the relevant effect to each target: • Daemonettes: The target's weapons have Anti-charge (+1 Rend) until the start of your next turn. •  Seekers: Add 2" to the target's Move characteristic until the start of your next turn. • Fiends: Add 1 to hit rolls for the target's combat attacks until the start of your next turn.
THRICEFOLD COURTPassive
EffectEach model in this unit is treated as an individual unit when determining the effect of the 'Favour Most Fickle' battle trait. 6" 2 3 5+
InfantryHeroWizardWard (5+)

FIENDS

Move10"
Health4
Save5+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Deadly Pincers and Barbed Stinger44+3+1D3
SOPORIFIC MUSKOnce Per Turn (Army), Any Charge Phase
DeclareIf this unit is not in combat, pick a visible enemy unit within 9" of it to be the target. If this unit is in combat, pick an enemy unit in combat with it to be the target.
EffectRoll a dice. On a 4+, the target has Strike-last for the rest of the turn. 10" 1 4 5+ 6+
BeastWard (6+)

DAEMONETTES

Move6"
Health1
Save6+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Piercing Claws23+4+11
LITHE AND SWIFTPassive
EffectAdd 1 to the Attacks characteristic of this unit's Piercing Claws if it charged in the same turn. 6" 1 1 6+ 6+
InfantryReinforcementsWard (6+)

SEEKERS

Move14"
Health3
Save6+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Agonising Claws33+4+11Cavalry (+1 Rend)
Steed's Poisoned Tongue23+4+-1Companion
QUICKSILVER SPEEDPassive
EffectWhen making run rolls for this unit, if you roll a 1-3, you can use a value of 4 instead.
CavalryWard (6+)
Spearhead · Helsmiths of Hashut

Helforge Host

Helsmiths of Hashut

Army Composition

5 entries
GeneralWar Despot
Unit1 Dominator Engine
Unit1 Tormentor Bombard
Unit5 Infernal Cohort with Hashutite Spears
Unit5 Infernal Cohort with Hashutite Spears (with Gong Carrier)

Battle Traits

1
HARNESS DAEMONIC POWEROnce Per Turn (Army), Your Hero Phase
EffectYou must use this ability at the start of each of your hero phases. Remove all daemonic power points from each friendly unit. Then, gain a number of daemonic power points equal to the current battle round number plus 1. Then, allocate your daemonic power points to friendly units. Each unit can have a maximum of 3 daemonic power points . Then, all unallocated daemonic power points are lost. Designer's Note:

Enhancements

4
SCROLL OF PETRIFICATIONOnce Per Battle, Any Hero Phase
EffectFor the rest of the turn, your general has Ward (2+) but cannot use abilities or be picked to be the target of friendly abilities.
CHALICE OF DARKNESSOnce Per Battle, Your Shooting Phase
DeclarePick a visible enemy unit within 12" of your general to be the target.
EffectInflict D3 mortal damage on the target.
TALISMAN OF OBSIDIANPassive
EffectIgnore the first damage point allocated to your general in each phase.
AMULET OF BURNING HATEOnce Per Battle, Any Combat Phase
EffectFor the rest of the turn, your general's attacks score critical hits on unmodified hit rolls of 5+.

Regiment Abilities

2
GRINDING ADVANCE
DeclarePick up to 2 friendly Infernal Cohort units to be the targets.
EffectEach target can immediately move up to 3" but cannot use Charge abilities in the first battle round.
SUPPRESSIVE BOMBARDMENTOnce Per Turn, Your Shooting Phase
DeclarePick an enemy Infantry unit that had any damage points allocated to it this turn as a result of shooting attacks made by a friendly Tormentor Bombard to be the target.
EffectUntil the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1. Once Per Battle, Deployment Phase

Warscrolls

4

WAR DESPOT

Move4"
Health6
Save3+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Daemonflame Glaive53+3+12Crit (Mortal)
BLACK-HEARTED CONQUERORPassive
EffectWhile this unit has any daemonic power points , friendly units with 0 daemonic power points count as having 1 daemonic power point while they are wholly within 6" of and visible to this unit. For each daemonic power point this unit has, add 3" to the range of this ability.
HeroInfantry

DOMINATOR ENGINE

WITH IMMOLATION CANNONS
Move6"
Health10
Save2+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Immolation Cannons8"52+4+1D3Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Horns and Pummelling Strikes34+3+1D3
DAEMONIC STRENGTHPassive
EffectFor each daemonic power point this unit has: • Add 1" to its Move characteristic. • Add 1 to the Attacks characteristic of its weapons.
War MachineReinforcements

TORMENTOR BOMBARD

Move4"
Health8
Save3+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Torrent of Ruinous Energy30"43+3+1D3Anti-Cavalry (+1 Rend), Anti-Infantry (+1 Rend)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Artillerist Weapons34+4+-1
CALCULATED TRAJECTORYPassive
EffectAdd 1 to hit rolls for this unit's shooting attacks that target an enemy unit with 5 or more models that is more than 12" from this unit.
RUINOUS BOMBARDMENTOnce Per Turn (Army), Your Shooting Phase
DeclareIf this unit used a Shoot ability this turn and all of its attacks targeted the same enemy unit, that enemy unit is the target. Then, you can pick a number of enemy units within 6" of the target equal to the number of daemonic power points this unit has to be additional targets.
EffectRoll a dice for each target. On a 3+, subtract 3 from the target's control score for the rest of the turn.
War Machine

INFERNAL COHORT

WITH HASHUTITE SPEARS
Move4"
Health1
Save3+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Hashutite Spear23+4+-1Anti-charge (+1 Rend)
STRIKE THE GONGSOnce Per Battle, Any Hero Phase
EffectThis unit's Gong Carrier (if any) is a token. You can remove its Gong Carrier from the battlefield and return D3 slain models to this unit.
DAEMONIC RESILIENCEPassive
EffectApply the effect below that corresponds with the number of daemonic power points (DPP) this unit has: DPP Effect 1 This unit has Ward (6+) . 2 This unit has Ward (5+) . 3 This unit has Ward (5+) and you ignore the first damage point allocated to this unit in each phase.
InfantryReinforcements
Spearhead · Maggotkin of Nurgle

Bleak Host

Maggotkin of Nurgle

Army Composition

6 entries
GeneralSpoilpox Scrivener
Unit1 Pusgoyle Blightlord
Unit1 Pusgoyle Blightlord
Unit5 Putrid Blightkings
Unit5 Plaguebearers
Unit5 Plaguebearers

Battle Traits

4
THE INFECTIOUS HOSTS
DISEASEDPassive
EffectEach time an attack made by a friendly model scores a critical hit, you receive 1 disease point , to a maximum of 7.
DAEMONIC SUMMONINGYour Movement Phase
EffectSet up this unit anywhere on the battlefi eld more than 6" from all enemy units. Keywords Core
NURGLE'S EMBR CEEnd of Any Turn
EffectSpend any number of your disease points . For each disease point you spend, pick an enemy unit that is in combat with any of your units and roll a dice. On a 5+, infl ict 1 mortal damage on that unit (you can pick the same enemy unit more than once).

Enhancements

4
GIFT OF FEBRILE FRENZYOnce Per Battle, Any Combat Phase
EffectUntil the end of the phase, add 1 to the Attacks characteristic of melee weapons used by friendly units while they are wholly within 7" of your general.
GARDENER OF NURGLEYour Movement Phase
DeclareIf your general is contesting an objective not contested by any enemy models, roll a dice.
EffectOn a 3+, that objective is considered by you to be desecrated . Friendly units have Ward (4+) while they are contesting a desecrated objective. If your opponent gains control of a desecrated objective, it is no longer desecrated.
PESTILENT BREATHYour Shooting Phase
DeclarePick an enemy unit within 7" of your general and roll a dice for each model in that unit.
EffectFor each 5+, inflict 1 mortal damage on that unit.
SUMMONER OF PLAGUEBEARERSEnd of Any Turn
DeclarePick a friendly Plaguebearers unit wholly within 14" of your general.
EffectReturn 1 slain model to that unit.

Regiment Abilities

2
LOCUS OF FECUNDITY
DeclarePick a friendly unit.
EffectHeal (D3) that unit.
INFESTED WITH WONDERSPassive
EffectEach time a friendly model is slain, before it is removed from play, you can pick an enemy unit within 1" of it and roll a dice. On a 4+, infl ict 1 mortal damage on that unit. Once Per Phase, Your Hero Phase

Warscrolls

4

SPOILPOX SCRIVENER

Move4"
Health5
Save5+
Control2
Ward2+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Disgusting Sneezes7"D62+4+-1Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Distended Maw34+3+12
KEEP COUNTING, I'M WATCHING YOUYour Hero Phase
DeclarePick a friendly Plaguebearers unit wholly within 14" of this unit to be the target.
EffectPick 1 of the following. The effect lasts until the start of your next turn. Add 1 to the Attacks characteristic of the target unit's melee weapons. Add 1 to save rolls for the target unit.
HeroInfantryWard (5+)

PUSGOYLE BLIGHTLORD

Move8"
Health8
Save4+
Control2
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Blighted Scythe33+3+21
Rot Fly's Mouthparts and Sting64+2+-1Companion
WRACK AND RUINAny Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit within 1" of it to be the target and roll a dice.
EffectOn a 2+, inflict D3 mortal damage on the target.
CavalryFlyWard (5+)

PUTRID BLIGHTKINGS

Move4"
Health3
Save3+
Control1
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Blighted Weapon43+3+11
RELENTLESS ATTACKERSEnd of Any Turn
DeclarePick an enemy Infantry unit in combat with this unit to be the target and roll a dice for each model in this unit that is within the target unit's combat range.
EffectFor each roll that exceeds the target's Health characteristic, inflict 1 mortal damage on it.
InfantryWard (5+)

PLAGUEBEARERS

Move4"
Health2
Save6+
Control1
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Plaguesword14+3+-1Crit (Mortal)
CLOUD OF FLIESPassive
EffectSubtract 1 from hit rolls for shooting attacks that target this unit.
InfantryWard (5+)
Spearhead · Maggotkin of Nurgle

Bubonic Cell

Maggotkin of Nurgle

Army Composition

5 entries
GeneralRotbringer Sorcerer
Unit3 Nurglings
Unit3 Nurglings
Unit1 Beast of Nurgle
Unit10 Rotmire Creed

Battle Traits

9
BURGEONING FILTHPassive
EffectSubtract 3 from the control scores of enemy units while they are in combat with any friendly units. Keywords Cycle
NAUSEOUS REVULSIONPassive
EffectSubtract 1 from charge rolls for enemy units. Keywords Cycle
PLAGUE OF MISERY
EffectWhile enemy units are within 6" of any friendly units, they cannot use abilities that heal or return slain models to a unit. Keywords Cycle
NUMBERLESS PESTSPassive
EffectSubtract 1 from hit rolls for attacks that target friendly units. Keywords Cycle Passive
CYCLE OF CORRUPTION
1 NUMBERLESS PESTS
4 NAUSEOUS REVULSION
2 PLAGUE OF MISERY
3 BURGEONING FILTH

Enhancements

4
UNNATURAL VITALITYPassive
EffectYour general has Ward (4+) .
SUBCUTANEOUS SUPPURATIONPassive
EffectSubtract 1 from wound rolls for attacks that target your general.
GASEOUS EMANATIONOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit within your general's combat range to be the target.
EffectThe target has Strike-last for the rest of the turn.
OVERRIPE DEATH'S HEADSYour Shooting Phase
DeclareIf your general is not in combat, pick a visible enemy unit within 7" of them to be the target.
EffectRoll a dice. On a 4+, inflict 1 mortal damage on the target.

Regiment Abilities

2
CORRUPTION OF THE LANDOnce Per Turn (Army), End of Your Turn
DeclarePick a terrain feature, then roll a dice for each enemy unit within 3" of that terrain feature.
EffectOn a 4+, inflict D3 mortal damage on that enemy unit.
PUTREFIED GROUNDOnce Per Battle, Enemy Hero Phase
EffectFor the rest of the turn: • Subtract 1 from the Move characteristic of enemy units. • Subtract 1 from run rolls for enemy units.

Warscrolls

4

ROTBRINGER SORCERER

Move4"
Health6
Save5+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Rotwood Staff34+3+1D3
FLESHY ABUNDANCEYour Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, subtract 1 from wound rolls for attacks that target that friendly unit until the start of your next turn.
HeroWizardInfantryWard (6+)

NURGLINGS

Move4"
Health4
Save6+
Control1
Ward5+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Tiny Razor-Sharp Teeth55+5+-1Crit (Auto-wound)
ENDLESS SWARMEnd of Any Turn
EffectHeal (D3) this unit.
BeastWard (5+)

BEAST OF NURGLE

Move7"
Health8
Save5+
Control1
Ward5+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Filthy Claws and Slobbering Maw54+3+1D3Companion
ATTENTION SEEKERSAny Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit in combat with it to be the target.
EffectRoll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
BeastWard (5+)

ROTMIRE CREED

Move5"
Health1
Save6+
Control1
Ward6+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Contagion Blowpipes12"24+3+-1Crit (Auto-wound)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Bilewood Weapons24+4+-1
BILEWOOD STILTSPassive
EffectNo mortal damage is inflicted on this unit when it uses Retreat abilities.
InfantryWard (6+)
Spearhead · Skaven

Crixxit's Kill-Pack

Skaven

Army Composition

5 entries
GeneralDeathmaster Crixxit
Unit1 Deathmaster
Unit5 Gutter Runners
Unit5 Gutter Runners
Unit10 Night Runners Each unit of Gutter Runners has 1 Bomb Rat token.

Battle Traits

1
CLOAKED IN SHADOWOnce Per Turn (Army), Any Combat Phase
DeclarePick a friendly Hero to use this ability. Then, pick a different friendly unit that has 2 or more models to be the target.
EffectMake a shadow-travel roll of D6. On a 3+, remove the Hero using this ability from the battlefield and set them up again wholly within 6" of the target. They can be set up in combat with any enemy units that are already in combat.

Enhancements

4
MASTER OF SHADOWSPassive
EffectWhen your general uses the 'Cloaked in Shadow' ability, add 1 to the shadow-travel roll .
MURDEROUS ACROBATICSPassive
EffectWhen your general uses the 'Charge' ability, they can pass through enemy models.
DEATH SCREECHAny Combat Phase
DeclarePick an enemy unit within 6" of your general to be the target.
EffectRoll a dice. On a 3+, for the rest of the turn, subtract 1 from hit rolls for the target's attacks.
JUST ANOTHER SHADOWPassive
EffectWhile your general is wholly within the combat range of a friendly unit that has 3 or more models, your general has Ward (4+) .

Regiment Abilities

2
WAY OF THE FIENDISH CLAWOnce Per Battle (Army), Any Combat Phase
DeclarePick a friendly Hero to be the target.
EffectThe target has Strike-first for the rest of the turn.
WAY OF THE SKITTERING SHADEOnce Per Battle (Army), Your Movement Phase
DeclarePick a friendly unit that is wholly within 6" of a battlefield edge to be the target.
EffectRemove the target from the battlefield and set it up again wholly within 3" of a battlefield edge and more than 6" from all enemy units.

Warscrolls

4

DEATHMASTER CRIXXIT

Move7"
Health6
Save5+
Control2
Ward5+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
The Blades of Thirteen Cuts132+4+11Crit (Mortal)
GO-GO, HUNT THEM DOWNYour Hero Phase
DeclarePick a visible friendly Gutter Runners unit wholly within 12" of this unit to be the target. Then, roll a dice.
EffectOn a 3+, add 1 to charge rolls for the target for the rest of the turn. 5+
HeroInfantryWard (5+)

DEATHMASTER

Move7"
Health5
Save5+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Weeping Blade53+4+1D3Anti-Hero (+1 Rend) Crit (Mortal)
SHADOWY KILLERSPassive
EffectIf the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends. 6+
HeroInfantryWard (6+)

GUTTER RUNNERS

Move7"
Health1
Save6+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Eshin Specialist Blades33+4+11Crit (Mortal)
BOMB RATSOnce Per Turn (Army), Your Charge Phase
DeclareYou can only use this ability if this unit has a Bomb Rat token. Pick an enemy unit within 9" of this unit to be the target. Then, roll a dice.
EffectOn a 3+, inflict 1 mortal damage on the target. On a 1-2, remove this unit's Bomb Rat token from the battlefield. 6+
InfantryReinforcementsWard (6+)

NIGHT RUNNERS

Move7"
Health1
Save6+
Control1
Ward6+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Slings and Poisoned Stars10"24+4+-1Crit (Auto-wound) Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Poisoned Blades24+5+-1Crit (Mortal)
SMOKE BOMBSOnce Per Turn (Army), Any Combat Phase
DeclareThis unit can only use this ability if it is in combat. Roll a dice.
EffectOn a 4+, this unit can immediately use the 'Retreat' ability as if it were your movement phase. 6+ Slings and Poisoned Stars 10" 2 4+ 4+ - 1 Crit (Auto-wound),
InfantryReinforcementsWard (6+)
Spearhead · Skaven

Gnawfeast Clawpack

Skaven

Army Composition

6 entries
GeneralClawlord on Gnaw-beast
Unit1 Grey Seer
Unit1 Warlock Engineer
Unit10 Clanrats
Unit10 Clanrats
Unit3 Rat Ogors

Battle Traits

2
THE LURKING VERMINTIDE
DeclarePick a friendly unit that has not been deployed to be the target.
EffectThe target unit is set up in reserve in the tunnels below . Units in the tunnels below that have not used the 'Gnawhole Ambush' ability by the end of the third battle round are destroyed. Keywords Deploy Once Per Battle, Deployment Phase
GNAWHOLE AMBUSHYour Movement Phase
DeclarePick a friendly unit that is in the tunnels below to use this ability.
EffectSet up that unit wholly within 6" of a corner of the battlefield and more than 9" from all enemy units. Keywords Core

Enhancements

4
WARPSTONE CHARMPassive
EffectSubtract 1 from save rolls for enemy units in combat with your general.
SKRYRE CONNECTIONSPassive
EffectYour general's Ratling Pistol has an Attacks characteristic of 2D6 instead of D6.
CLOAK OF STITCHED VICTORIESPassive
EffectYour general has Ward (5+) .
LEAD THE SEETHING HORDE
EffectInstead of using the set-up instructions in the 'Call for Reinforcements' ability, the replacement unit can be set up wholly within 13" of this unit and not in combat. Reaction: You declared the 'Call for Reinforcements' ability

Regiment Abilities

2
WARPSTONE-LACED BULLETSOnce Per Battle, Your Shooting Phase
DeclarePick a ranged weapon a friendly unit is armed with.
EffectThat weapon has Crit (Mortal) this phase.
TOO QUICK TO HIT-HITPassive
EffectNo mortal damage is inflicted on friendly units when they use Retreat abilities.

Warscrolls

5

CLAWLORD

ON GNAW-BEAST
Move9"
Health7
Save4+
Control2
Ward3+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Ratling Pistol10"D63+3+11Crit (Auto-wound) Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warpforged Halberd53+4+12
Gnaw-beast's Chisel Fangs44+3+1D3Companion
CORNERED RATPassive
EffectWhile this unit is damaged, add 3 to the Attacks characteristic of its Warpforged Halberd . Ratling Pistol 10" D6 3+ 3+ 1 1 Crit (Auto-wound), Shoot in Combat
HeroCavalryWard (6+)

GREY SEER

Move6"
Health5
Save6+
Control2
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warpstone Staff34+4+1D3
WILL OF THE HORNED RATYour Hero Phase
DeclarePick a friendly unit wholly within 13" of this unit to be the target, then roll a dice.
EffectOn a 3+, add the roll to the target's control score until the start of your next turn.
WITHERYour Hero Phase
DeclarePick a visible enemy unit within 13" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, inflict D3 mortal damage on the target.
HeroWizardInfantry

WARLOCK ENGINEER

Move6"
Health5
Save5+
Control2
Ward3+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Warplock Musket24"23+3+2D3Crit (Auto-wound)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warpforged Dagger34+4+-2
MORE-MORE WARP ENERGY!
EffectRoll a dice. On a 2+, set the Damage characteristic of its Warplock Musket to 3 this phase. On a 1, inflict D3 mortal damage on this unit. 6" 2 5 5+ Reaction: You declared a Shoot ability for this unit and it has not used a Move ability this turn
HeroInfantry

CLANRATS

Move6"
Health1
Save5+
Control1
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Rusty Blade24+5+-1
SEETHING SWARMEnd of Any Turn
EffectYou can return D3 slain models to this unit. 6" 1 1 5+
InfantryReinforcements

RAT OGORS

Move6"
Health4
Save5+
Control1
Ward2+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Warpfire Gun10"2D62+4+21Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Claws, Blades and Fangs54+3+12
UNLEASHED WARP-FURYAny Combat Phase, Once Per Battle
EffectInflict D3 mortal damage on this unit. Then, add 1 to the Attacks characteristic of its melee weapons this phase. 6" 1 4 5+
Infantry
Spearhead · Skaven

Warpspark Clawpack

Skaven

Army Composition

5 entries
GeneralGrey Seer
Unit3 Stormfiends
Unit1 Warp Lightning Cannon
Unit10 Clanrats
Unit10 Clanrats

Battle Traits

1
ALWAYS THREE CLAWSTEPS AHEADOnce Per Phase, Enemy Movement Phase
DeclarePick a friendly unit that is not in combat.
EffectTh at unit can use the 'Normal Move' ability as if it were your movement phase.

Enhancements

4
SKITTERLEAPYour Hero Phase
DeclareMake a casting roll of 2D6.
EffectOn a 6+, remove your general from the battlefield and set them up again on the battlefield more than 6" from all enemy units. They cannot use Move abilities in the following movement phase.
SKILLED MANIPULATORPassive
EffectYour general has Ward (4+) while they are within 1" of any friendly Clanrats units.
SCURRY AWAYAny Combat Phase
EffectRoll a dice. On a 3+, this unit can immediately use the 'Retreat' ability as if it were your movement phase. If it does so, no mortal damage is inflicted on it.
CAGE OF WARP LIGHTNINGOnce Per Battle, Any Combat Phase
DeclarePick a visible enemy unit within 6" of your general and roll a dice.
EffectOn a 2+, the enemy unit has Strike-last this phase. On a 1, inflict 1 mortal damage on your general.

Regiment Abilities

2
WARPSTONE-LACED ARMOUR
EffectYour Stormfi ends unit has Ward (5+) for the rest of the turn.
ENDLESS SWARM OF RA TSPassive
EffectWhen a friendly Clanrats unit uses its 'Seething Swarm' ability, you can return D6 slain models to that unit instead of D3. Once Per Battle, Reaction: Opponent declared an Attack ability and targeted your Stormfi ends unit

Warscrolls

4

GREY SEER

Move6"
Health5
Save6+
Control2
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Warpstone Staff34+4+1D3
WILL OF THE HORNED RATYour Hero Phase
DeclarePick a friendly unit wholly within 13" of this unit to be the target, then roll a dice.
EffectOn a 3+, add the roll to the target's control score until the start of your next turn.
WITHERYour Hero Phase
DeclarePick a visible enemy unit within 13" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, inflict D3 mortal damage on the target.
HeroWizardInfantry

STORMFIENDS

Move6"
Health6
Save4+
Control2
Ward4+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Ratling Cannons15"3D64+3+11
Windlaunchers15"34+3+2D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Shock Gauntlets44+2+12
Clubbing Blows44+2+-2
SHOCK GAUNTLETSPassive
Infantry

WARP LIGHTNING CANNON

Move3"
Health8
Save4+
Control2
Ward4+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Warp Lightning Blast20"2D64+-See below-
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Crew's Teeth and KnivesD64+5+-1
WARP LIGHTNING BLASTPassive
EffectEach attack made with this weapon in a single phase must target the same enemy unit. Each hit inflicts 1 mortal damage on the target and the attack sequence ends.
War Machine

CLANRATS

Move6"
Health1
Save5+
Control1
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Rusty Blade24+5+-1
SEETHING SWARMEnd of Any Turn
EffectYou can return D3 slain models to this unit.
InfantryReinforcements
Spearhead · Slaves to Darkness

Bloodwind Legion

Slaves to Darkness

Army Composition

5 entries
GeneralChaos Lord
Unit1 Chaos Chariot
Unit5 Chaos Warriors
Unit5 Chaos Warriors
Unit5 Chaos Knights

Battle Traits

6
EYE OF THE GODSOnce Per Turn, End of Any Turn
DeclarePick one of the following friendly units to use this ability: • A unit that is contesting an objective not controlled by your opponent and is not in combat. • A unit that destroyed an enemy unit this turn.
EffectRoll once on the Eye of the Gods table for that unit. That unit gains the Eye of the Gods passive ability that corresponds to the roll (the unit keeps all Eye of the Gods abilities gained in previous turns). If the same unit gains the same ability more than once in the battle, the effects are not cumulative.
D6 ABILITY
WARD OF TZEENTCH
GRACE OF SLAANESH
BLESSING OF NURGLE
FURY OF KHORNE

Enhancements

4
MARK OF KHORNEPassive
EffectAdd 1 to the Rend characteristic of your general's melee weapons if they charged in the same turn.
MARK OF SLAANESHPassive
EffectYour general has Strike-first .
MARK OF TZEENTCHOnce Per Battle, Your Movement Phase
DeclarePick a friendly unit on the battlefield. You cannot pick your general.
EffectRemove that unit from the battlefield and set it up again wholly within 6" of your general and more than 6" from all enemy units. It cannot use Move abilities for the rest of the phase.
MARK OF NURGLEPassive
EffectSubtract 1 from wound rolls for combat attacks that target your general.

Regiment Abilities

2
THE DREAD BANNEROnce Per Battle, Start of the First Battle Round
DeclarePick a friendly Chaos Warriors or Chaos Knights unit.
EffectYou can immediately roll on the Eye of the Gods table for that unit.
FIERCE CONQUERORSPassive
EffectAdd 3 to the control scores of friendly Chaos Warriors units.

Warscrolls

4

CHAOS LORD

Move5"
Health6
Save3+
Control2
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Reaperblade53+3+12Crit (Mortal)
FAVOURED OF THE PANTHEONYour Hero Phase
EffectRoll a dice. On a 4+, you can roll on the Eye of the Gods table for this unit.
IRON-WILLED CHAMPIONAny Combat Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target and roll a dice. You cannot pick this unit.
EffectOn a 2+, add 1 to hit rolls for attacks made by the target unit this phase.
HeroInfantry

CHAOS CHARIOT

Move10"
Health7
Save4+
Control2
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Chaos War-flail63+3+-1
Driver's Lashing Whip24+4+-1
Warhorses' Trampling Hooves45+3+-1Companion
SWIFT DEATHYour Charge Phase
DeclareIf this unit charged this phase, pick an enemy unit within 1" of it to be the target and roll a dice.
EffectOn a 2+, inflict D3 mortal damage on the target.
War Machine

CHAOS WARRIORS

Move5"
Health2
Save3+
Control1
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Rune-etched Halberd23+3+11
BRINGERS OF DESOLATIONPassive
EffectAdd 1 to wound rolls for combat attacks made by this unit that target an enemy unit that is contesting an objective you do not control.
Infantry

CHAOS KNIGHTS

Move10"
Health4
Save3+
Control1
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Cursed Lance33+3+11Charge (+1 Damage)
Chaos Steed's Trampling Hooves25+3+-1Companion
IMPALING CHARGEPassive
EffectAdd 1 to the Rend characteristic of this unit's Cursed Lances if it charged in the same turn.
Cavalry
Spearhead · Slaves to Darkness

Darkoath Raiders

Slaves to Darkness

Army Composition

4 entries
GeneralDarkoath Warqueen
Unit10 Darkoath Savagers
Unit5 Darkoath Fellriders
Unit10 Darkoath Marauders

Battle Traits

1
OATHS OF DARKNESSOnce Per Turn (Army), Your Hero Phase
EffectYou can reveal 1 battle tactic card in your hand to your opponent. If you do so, that battle tactic card becomes your oath for the rest of the turn. While this battle tactic card is your oath , you can still use the command on it, or attempt to score the battle tactic on it, as normal. If you score the battle tactic on your oath this turn, your oath is fulfilled . Instead of discarding the card, it is placed to one side but you can still use the command on it. Once you do so, the card is discarded as normal. Fulfilled oaths placed to one side in this way do not count towards the 3 battle tactic cards you can have in your hand. If you use the command on your oath before it is scored, it is discarded as normal. At the end of the turn, if the oath is still in your hand and that oath has not been fulfilled, it ceases to be your oath.

Enhancements

4
BLOODTHIRSTY BLADEPassive
EffectThe Rend characteristic of your general's Rune-etched Axe is 2.
GODSHADOW TALISMANPassive
EffectYour general has Ward (4+) .
CHAMPION OF RAIDSYour Charge Phase
DeclarePick another friendly unit wholly within 12" of your general to be the target.
EffectThe target can re-roll charge rolls for the rest of the turn.
FELL RITUALISTPassive
EffectEach time you draw battle tactic cards, if your general is on the battlefield, you can choose to draw 1 additional battle tactic card, then put 1 of your battle tactic cards in your hand back at the bottom of your battle tactic deck.

Regiment Abilities

2
RAGE OF ARKHAROnce Per Turn (Army), Any Combat Phase
DeclarePick a friendly unit in combat to be the target.
EffectFor the rest of the turn, add 1 to the Attacks and Rend characteristics of the target's melee weapons. Designer's Note: Companion
FEARLESS INVADERSOnce Per Turn (Army), Your Movement Phase
DeclarePick a friendly unit in combat to be the target.
EffectIf the target uses a Retreat ability this turn, no mortal damage is inflicted on it and it can still use Charge abilities later in the turn.

Warscrolls

4

DARKOATH WARQUEEN

Move5"
Health5
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Rune-etched Axe54+3+12Crit (Mortal)
OATH OF SUPREMACYYour Hero Phase
DeclarePick a friendly unit wholly within 12" of your general to be the target.
EffectUntil the start of your next turn, add 1 to hit rolls for attacks made by the target.
HeroInfantryWard (5+)

DARKOATH SAVAGERS

Move5"
Health1
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Darkoath Weapons24+3+-1Crit (Mortal)
VISIONS OF GLORYYour Hero Phase
EffectIf this unit includes a Godspeaker , roll 8 dice. For each 4+, until the start of your next turn, you can re-roll 1 hit roll, 1 wound roll, 1 run roll or 1 save roll for this unit.
Infantry

DARKOATH FELLRIDERS

Move12"
Health3
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Fellrider Blades24+3+-1Charge (+1 Damage)
Warsteed's Hooves25+3+-1Companion
SWIFT ATTACKERSPassive
EffectSubtract 1 from hit rolls for shooting attacks that target this unit.
CavalryReinforcements

DARKOATH MARAUDERS

Move5"
Health1
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Raider Weapons24+3+-1
GLORIOUS DEATHPassive
EffectEach time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 5+, inflict 1 mortal damage on the attacking unit after the Fight ability has been resolved.
InfantryReinforcements
Spearhead · Flesh-Eater Courts

Carrion Retainers

Flesh-Eater Courts

Army Composition

4 entries
GeneralAbhorrant Archregent
Unit10 Cryptguard
Unit3 Morbheg Knights
UnitVarghulf Courtier

Battle Traits

3
SUMMON LOYAL SUBJECTSYour Movement Phase
DeclarePick a friendly Hero with any noble deeds points to use this ability.
EffectSpend any number of that Hero 's noble deeds points as follows: Pick a friendly Cryptguard unit within 9" of this unit and spend 1 noble deeds point to return 1 model to that unit. Pick a friendly Morbheg Knights unit within 9" of this unit and spend 2 noble deeds points to return 1 model to that unit.
FEEDING FRENZYPassive
EffectAdd 1 to the Attacks characteristic of melee weapons used by friendly units while they are wholly within 12" of any friendly Heroes that have 6 noble deeds points .
NOBLE DEEDSPassive
EffectEach time a friendly Hero uses a Fight ability, afer its attacks have been resolved, give that Hero a number of noble deeds points equal to the number of damage points allocated by that ability. Each Hero can have a maximum of 6 noble deeds points at any time.

Enhancements

4
ULGUAN CLOAKPassive
EffectYour general is not visible to enemy models that are more than 12" away from them.
BLOOD-RIVER CHALICEOnce Per Battle, Your Hero Phase
EffectHeal (2D3) your general.
ROUSING ORATIONYour Hero Phase
EffectRoll a dice for each friendly unit wholly within 12" of your general. Do not roll a dice for your general. For each 5+, give 1 noble deeds point to your general.
CRIMSON VICTUALSYour Hero Phase
DeclarePick a visible enemy unit within 18" of your general to be the target, then make a casting roll of 2D6.
EffectOn a 6+, inflict D3 mortal damage on the target. Ten, if your Cryptguard unit is within 6" of the target, you can return 1 slain model to your Cryptguard unit for each damage point allocated by this ability.

Regiment Abilities

2
CRUSADING ARMYPassive
EffectAdd 1 to run rolls and charge rolls for friendly units.
DEFENDERS OF THE REALMPassive
EffectAdd 1 to save rolls for friendly units that are contesting an objective you control.

Warscrolls

4

ABHORRANT ARCHREGENT

Move6"
Health6
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Gory Talons and Fangs53+3+12
DERANGED TRANSFORMATIONYour Hero Phase
DeclarePick a visible friendly unit wholly within 18" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, until the start of your next turn, add 2" to the target's Move characteristic and add 1 to wound rolls for its attacks.
HeroInfantryWard (6+)

CRYPTGUARD

Move6"
Health1
Save6+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Cursed Weapon34+4+11
ROYAL BODYGUARDPassive
EffectAdd 1 to ward rolls for friendly Heroes that are wholly within this unit's combat range.
InfantryReinforcementsWard (5+)

MORBHEG KNIGHTS

Move12"
Health4
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Grisly Lance23+4+11Charge (+1 Damage)
Nightshrieker's Claws and Teeth34+3+12Companion
PREDATOR'S POUNCEPassive
EffectThis unit can use Charge abilities even if it used a Retreat ability in the same turn. In addition, no mortal damage is inflicted on this unit when it uses Retreat abilities.
CavalryFlyWard (6+)

VARGHULF COURTIER

Move10"
Health8
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Immense Claws74+3+12
Dagger-like Fangs13+2+23
VICTORY FEASTEnd of Any Turn
EffectIf any models were slain by this unit this turn, Heal (D6) this unit, and this unit can immediately use the 'Retreat' ability without any mortal damage being inflicted on it.
HeroInfantryWard (6+)
Spearhead · Flesh-Eater Courts

Charnel Watch

Flesh-Eater Courts

Army Composition

4 entries
GeneralAbhorrant Gorewarden
Unit10 Royal Beastflayers
Unit3 Crypt Horrors
Unit3 Crypt Flayers

Battle Traits

3
DELUSION OF THE GREAT FEAST
DeclareIf you believe this Delusion , pick each friendly unit on the battlefield to be the targets.
EffectHeal (1) each target. If the target is a Serfs unit, return D3 slain models to it instead. Keywords Delusion
DELUSIONS AND MADNESSOnce Per Battle Round (Army), Start of Battle Round
DeclareYou must use this ability at the start of each battle round. If it is the first battle round, pick a Delusion . Otherwise, make a delusion roll by rolling a D6.
EffectOn a 1-3, you must pick a different Delusion to the one you picked last time. On a 4+, you must pick the same Delusion as last time. For the rest of the battle round, you believe the Delusion you picked.
DELUSION OF THE KNIGHTLY HOSTPassive
EffectWhile you believe this Delusion , if the unmodified charge roll for a friendly Hero or Knights unit is 8+, add 1 to hit rolls for that unit's combat attacks for the rest of the turn. Keywords Delusion

Enhancements

4
ALMOST LUCID
EffectYou can re-roll the delusion roll.
COMPANION OF THE HUNTEnd of Any Turn
EffectIf your general is not in combat, they can move 3". They cannot move into combat during any part of that move.
A WORTHY CHALLENGEOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit that started the battle with 3 or fewer models and is in combat with your general to be the target.
EffectYour opponent must decide whether the target will accept or refuse your general's challenge. If they accept , for the rest of the phase, when your general and the target are picked to use a Fight ability, all of their attacks must target each other. If they refuse , the target has Strike-last for the rest of the phase.
CHOIRMASTEROnce Per Battle, Your Shooting Phase
DeclarePick a visible enemy unit within 6" of your general to be the target.
EffectFor the rest of the turn, add 1 to the Damage characteristic of friendly units' ranged weapons for attacks that target that enemy unit. Once Per Battle, Reaction: You declared the 'Delusions and Madness' ability

Regiment Abilities

2
DELUSION OF THE SENTINELPassive
EffectWhile you believe this Delusion , add 1 to ward rolls for friendly units while each model in the unit is contesting an objective. Keywords Delusion
DELUSION OF THE HUNTERPassive
EffectWhile you believe this Delusion , add 1 to wound rolls for combat attacks made by friendly units while no models in the unit are contesting an objective. Keywords Delusion

Warscrolls

4

ABHORRANT GOREWARDEN

Move12"
Health7
Save5+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Gory Talons and Fangs53+3+12
SOUND THE PURSUIT!Your Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, until the start of your next turn, when making charge rolls for the target, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.
HeroWizardInfantryFlyWard (6+)

ROYAL BEASTFLAYERS

Move6"
Health1
Save6+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Beastflayer Weapons34+4+-1
LIE OF THE LANDYour Movement Phase
EffectIf this unit is not in combat and is wholly within 6" of a battlefield edge, remove this unit from the battlefield and set it up again wholly within 6" of a battlefield edge and more than 6" from all enemy units. 1 6+ 6" 1
InfantrySerfsWard (6+)

CRYPT HORRORS

Move7"
Health4
Save5+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Club and Septic Talons44+3+12
HOLY BLADES OF BONEAny Combat Phase
DeclarePick an enemy unit in combat with this unit and that charged this turn to be the target.
EffectRoll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target unit.
InfantryKnightsReinforcementsWard (6+)

CRYPT FLAYERS

Move12"
Health4
Save5+
Control1
Ward6+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Death Scream10"44+3+21Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Piercing Talons44+3+11
UNHOLY CHORUSYour Shooting Phase
DeclarePick a visible enemy unit within 10" of this unit to be the target.
EffectFor the rest of the turn, subtract an amount from the target's control score equal to the number of damage points allocated to the target this phase by this unit's shooting attacks.
InfantryKnightsFlyWard (6+)
Spearhead · Nighthaunt

Cursed Shacklehorde

Nighthaunt

Army Composition

7 entries
GeneralSpirit Torment
Unit2 Chainghasts
Unit5 Bladegheist Revenants
Unit5 Bladegheist Revenants
Unit5 Dreadscythe Harridans
Unit5 Dreadscythe Harridans
Unit2 Dreadblade Harrows

Battle Traits

3
ETHEREALPassive
EffectIgnore negative modifiers to save rolls for friendly units.
SPECTRAL PROCESSION
CACKLING ARRIVALOnce Per Turn (Army), Your Movement Phase
DeclarePick 1 of your units in reserve.
EffectSet up that unit anywhere on the battlefield more than 6" from all enemy units.

Regiment Abilities

6
DISCORPORATEOnce Per Turn (Army), Any Hero Phase
DeclarePick a friendly unit to be the target.
EffectRoll a dice. On a 3+, add 1 to save rolls for the target for the rest of the turn.
MOUNTING DREADOnce Per Turn (Army), End of Any Turn
DeclarePick a friendly unit to be the target.
EffectRoll a dice. On a 2+, subtract the current battle round number from the control scores of enemy units while they are in combat with the target.
DEATHLY POSSESSORAny Combat Phase
DeclarePick an enemy Hero within 12" of your general to be the target, then pick another enemy unit within the target's combat range to be the victim.
EffectRoll a D3. On a 2+, pick one: • Inflict mortal damage on the target equal to the roll. • Inflict mortal damage on the victim equal to the roll.
TALES OF HORROROnce Per Battle, Any Combat Phase
DeclarePick an enemy Infantry or Cavalry unit within 6" of your general to be the target.
EffectFor the rest of the battle, if the target is replaced using the 'Call for Reinforcements' ability, halve the number of models in the replacement unit, rounding up.
SPECTRAL HOWLOnce Per Battle, Any Hero Phase
DeclarePick an enemy unit within 12" of your general to be the target.
EffectFor the rest of the turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
UNHOLY VISAGEYour Hero Phase
DeclarePick a visible enemy unit within 6" of your general to be the target.
EffectRoll a dice. On a 3+, the target must immediately use a Retreat ability as if it were the enemy movement phase.

Warscrolls

5

SPIRIT TORMENT

Move8"
Health5
Save5+
Control2
Ward5+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Shacklegheist Chains54+3+12Crit (Auto-wound)
CAPTURED SOUL ENERGYYour Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target.
EffectRoll a dice. On a 3+, add 1 to wound rolls for the target's combat attacks for the rest of the turn. 5+
HeroInfantryFlyWard (5+)

CHAINGHASTS

Move8"
Health3
Save6+
Control2
Ward5+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Ghastflails12"24+3+21Crit (Auto-wound)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Ghastflails24+3+21Crit (Auto-wound)
ANOTHER LINK IN THE CHAINYour Combat Phase
EffectRoll a dice. Add 1 to the roll if this unit is wholly within 12" of any friendly Spirit Torments . On a 3+, for the rest of the turn, add 1 to hit rolls for combat attacks made by friendly units while they are wholly within 12" of this unit.
InfantryFlyWard (5+)

BLADEGHEIST REVENANTS

Move8"
Health2
Save6+
Control1
Ward5+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Tomb Greatblade23+3+11Crit (Auto-wound)
THRASHING DESPERATIONPassive
EffectWhile this unit contests an objective you control, enemy units cannot end a charge move within 1⁄2" of this unit unless the unmodified charge roll was 5 or more.
InfantryFlyWard (5+)

DREADSCYTHE HARRIDANS

Move8"
Health2
Save6+
Control1
Ward5+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Scythed Limbs34+4+11Crit (Auto-wound)
HARROWING SHRIEKSPassive
EffectEnemy units cannot be healed or have slain models returned to them while they are in combat with this unit. 8" 1 2 6+ 5+
InfantryFlyWard (5+)

DREADBLADE HARROWS

Move12"
Health3
Save6+
Control1
Ward5+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Dreadblade44+3+12Crit (Auto-wound)
Ethereal Steed's Ghostly Hooves and Teeth35+3+-1Companion
PHANTASMAL DISCORPORATIONOnce Per Battle, Your Movement Phase
EffectRemove this unit from the battlefield and set it up again on the battlefield more than 6" from all enemy units. 12" 1 3 6+ and Teeth 3 5+ 3+ - 1 Crit (Auto-wound), Companion 5+
CavalryFlyWard (5+)
Spearhead · Nighthaunt

Slasher Host

Nighthaunt

Army Composition

6 entries
GeneralKnight of Shrouds
Unit3 Spirit Hosts
Unit5 Grimghast Reapers
Unit5 Grimghast Reapers
Unit10 Chainrasps
Unit10 Chainrasps

Battle Traits

2
ETHEREALPassive
EffectIgnore all modifiers to save rolls for friendly units (positive and negative).
WAVE OF TERRORAny Charge Phase
DeclarePick a friendly unit to use this ability if it charged this phase and the charge roll was 10+. Ten, pick an enemy unit within 1" of it to be the target.
EffectThe target has Strike- last this turn.

Enhancements

4
SOULFIRE RINGEnd of Any Turn
EffectIf any models were slain by your general this turn, Heal (D6) your general.
SHADOW'S EDGEPassive
EffectYour general's Sword of Stolen Hours has Crit (Mortal) .
BEACON OF NAGASHIZZAROnce Per Battle, Your Hero Phase
EffectReturn 1 slain model to each friendly unit on the battlefield.
CLOAKED IN SHADOWPassive
EffectNo more than 1 enemy unit can target your general with attacks (shooting or combat) per phase.

Regiment Abilities

2
DEATH STALKERSStart of the First Battle Round
DeclarePick an enemy unit on the battlefield.
EffectAdd 1 to the Rend characteristic of melee weapons used for attacks that target that unit.
CHORUS OF TERRORPassive
EffectSubtract 1 from hit rolls for combat attacks that target a friendly unit that charged in the same turn.

Warscrolls

4

KNIGHT OF SHROUDS

Move8"
Health5
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Sword of Stolen Hours54+3+12Crit (Auto-wound)
DISCORPORATEYour Hero Phase
DeclarePick a friendly unit wholly within 9" of this unit to be the target.
EffectUntil the start of your next turn, the target has Ward (5+) .
HeroInfantryFlyWard (6+)

SPIRIT HOSTS

Move8"
Health3
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Spectral Claws and Daggers64+4+-1Crit (Auto-wound)
DRAWN TO WARPassive
EffectYour general has Ward (4+) while they are within 1" of this unit.
InfantryFlyWard (6+)

GRIMGHAST REAPERS

Move8"
Health1
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Slasher Scythe24+3+11Crit (Auto-wound)
REAPED LIKE CORNPassive
EffectCombat attacks made by this unit score critical hits on unmodified hit rolls of 5+ if the target unit has 5 or more models.
InfantryFlyWard (6+)

CHAINRASPS

Move8"
Health1
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Malignant Weapon24+5+-1Crit (Auto-wound)
CHILLING HORDEPassive
EffectAdd 1 to wound rolls for combat attacks made by this unit if it charged in the same turn.
InfantryFlyReinforcementsWard (6+)
Spearhead · Ossiarch Bonereapers

Kavalos Vanguard

Ossiarch Bonereapers

Army Composition

4 entries
GeneralLiege-Kavalos
Unit5 Kavalos Deathriders
Unit5 Kavalos Deathriders
Unit8 Teratic Cohort

Battle Traits

2
KAVALOS LANCEOnce Per Turn (Army), Your Hero Phase
DeclarePick a friendly unit to be the target.
EffectFor the rest of the turn, the target can pass across enemy models as if it had Fly .
CALCULATED FEINTPassive
EffectNo mortal damage is inflicted on friendly Cavalry units by Retreat abilities.

Enhancements

4
MIGHTY ARCHAEOSSIANPassive
EffectYour general has Ward (5+) .
MURDEROUS BLADEPassive
EffectYour general's Commander's Blade has Crit (2 Hits) .
IMPERIOUS COMMANDERYour Movement Phase
DeclarePick a visible friendly unit wholly within 12" of your general to be the target.
EffectRoll a dice. On a 3+, add 2" to the target's Move characteristic for the rest of the turn.
COLD SAVAGERYAny Combat Phase
DeclareIf your general has not charged this turn and is in combat, pick a visible friendly unit wholly within 12" of them to be the target.
EffectRoll a dice. On a 3+, add 1 to the Rend characteristic of the target's melee weapons, including Companion weapons, for the rest of the turn.

Regiment Abilities

2
FEIGNED RETREATOnce Per Battle, Your Movement Phase
EffectFor the rest of the turn, friendly units can use Charge abilities even if they used a Retreat ability in the same turn.
REINFORCED CONSTRUCTSOnce Per Battle, Any Combat Phase
DeclarePick a friendly unit to be the target.
EffectThe target has Ward (5+) for the rest of the turn.

Warscrolls

3

LIEGE-KAVALOS

Move10"
Health7
Save3+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Commander's Blade53+4+12Charge (+1 Damage)
Teeth and Barbed Tails45+3+-1Companion
SIGNAL THE ADVANCEYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of this unit to be the target.
EffectRoll a dice. On a 3+, add 1 to charge rolls for the target for the rest of the turn. 10" 2 7 3+
HeroCavalryWard (6+)

TERATIC COHORT

Move7"
Health1
Save5+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Cohort Weapons23+4+11
BONE-DEEP SAVAGERY
EffectThis unit can move 3". If it can move into combat, it must. If it was in combat at the start of the move, it must end that move in combat. Keywords Core, Move Any Movement Phase The Ossiarch constructs of the Teratic Cohort are a grim 7" 1 1 5+ 6+
BeastWard (6+)Reinforcements

KAVALOS DEATHRIDERS

Move10"
Health3
Save4+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Kavalos Blade33+4+11
Kavalos Steed's Hooves and Teeth25+3+-1Companion
WHEEL ABOUTAny Combat Phase
EffectIf this unit charged this turn, roll a dice. On a 3+, this unit can move a distance up to its Move characteristic. It can move through the combat ranges of enemy units but cannot end that move in combat. 10" 1 3 4+ 6+
CavalryWard (6+)
Spearhead · Ossiarch Bonereapers

Mortisan Elite

Ossiarch Bonereapers

Army Composition

4 entries
General1 Mortisan Ossifector
Unit3 Immortis Guard
Unit3 Necropolis Stalkers
Unit2 Morghast Archai

Battle Traits

3
HERALDS OF NAGASH
RELENTLESS DISCIPLINE
DeclarePick a friendly unit to be the target.
EffectMake a discipline roll of D6. Add 1 to the roll if the target is wholly within 12" of your general. On a 4+, pick 1 of the effects below: • Your Movement Phase: Add 2" to the target's Move characteristic for the rest of the phase. • Your Charge Phase: Add 1 to charge rolls for the target for the rest of the phase. • Any Combat Phase: Add 1 to wound rolls for combat attacks made by the target for the rest of the phase. • Any Combat Phase: The target has Ward (5+) for the rest of the phase. Once Per Phase (Army)
DREAD DESCENTOnce Per Turn (Army), Your Movement Phase
EffectSet up this unit anywhere on the battlefield more than 6" from all enemy units.

Enhancements

4
SHARD STORMYour Hero Phase
DeclarePick a visible enemy unit within 12" of your general to be the target, then make a casting roll of 2D6.
EffectOn a 7+, roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on the target.
LODE OF SATURATIONPassive
EffectSubtract 1 from the Rend characteristic of melee weapons used for combat attacks that target this general.
MEND CONSTRUCTSYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of your general to be the target, then make a casting roll of 2D6.
EffectOn a 6+, Heal (D3) the target.
HELM OF TYRANNYOnce Per Battle, End of Your Turn
DeclarePick an enemy unit within 12" of your general to be the target and roll a dice.
EffectOn a 3+, subtract 3 from the control score of the target for the rest of the turn.

Regiment Abilities

2
PEERLESS COHESION
EffectYou can use the 'Relentless Discipline' ability for a second time this phase but you must pick a different target to the one you picked the first time.
IMMACULATE GENERALSHIPPassive
EffectAdd 1 to discipline rolls you make. Once Per Turn (Army), Reaction: You declared the 'Relentless Discipline' ability

Warscrolls

4

MORTISAN OSSIFECTOR

Move5"
Health5
Save4+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Ossified Talons34+4+-2
REFINED CREATIONSYour Hero Phase
DeclarePick a visible friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 5+, the target's melee weapons have Crit (2 Hits) until the start of your next turn. 6+
HeroWizardInfantryWard (6+)

IMMORTIS GUARD

Move5"
Health4
Save3+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Dread Halberd33+3+12
SOULBOUND PROTECTORSPassive
EffectYour general has Ward (5+) while they are within this unit's combat range. 6+
InfantryWard (6+)

NECROPOLIS STALKERS

Move6"
Health4
Save4+
Control1
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Stalker Blades43+3+21
SWITCH ASPECTSAny Combat Phase
EffectPick 1 of the following effects to apply for the rest of the turn: Subtract 1 from hit rolls for combat attacks that target this unit. Ward rolls cannot be made for damage points inflicted by this unit's combat attacks. 6+
InfantryWard (6+)

MORGHAST ARCHAI

Move10"
Health6
Save3+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Spirit Weapons33+2+23
HERALDS OF NAGASHPassive
EffectAdd 1 to discipline rolls for this unit while it is not wholly within 12" of your general. 6+
InfantryFlyWard (6+)
Spearhead · Ossiarch Bonereapers

Tithe-Reaper Echelon

Ossiarch Bonereapers

Army Composition

5 entries
GeneralMortisan Soulreaper
Unit10 Mortek Guard
Unit10 Mortek Guard
Unit5 Kavalos Deathriders
Unit1 Gothizzar Harvester

Battle Traits

3
RESERVE CONTINGENT
OSSIARCH COMMANDS
CONTINGENT ARRIVALYour Movement Phase
EffectSet up this unit anywhere on the battlefield wholly within 3" of a battlefield edge and more than 6" from all enemy units. Keywords Core

Enhancements

4
EMPOWER NADIRITE WEAPONSYour Hero Phase
DeclarePick a visible friendly Mortek Guard unit wholly within 12" of your general, then make a casting roll of 2D6.
EffectOn a 5+, until the start of your next turn, add 1 to the Rend characteristic of that unit's melee weapons.
MURDEROUS DRIVEPassive
EffectYour general's Soulreaper Scythe has Crit (2 Hits) .
UNSTOPPABLE COMMANDERYour Movement Phase
DeclarePick a friendly Mortek Guard unit wholly within 12" your general, then roll a dice.
EffectOn a 2+, add 3" to that unit's Move characteristic this phase.
MARROWPACTPassive
EffectEach time your general uses a Fight ability, after all of their attacks have been resolved, Heal (X) your general where X is the number of damage points allocated by those attacks.

Regiment Abilities

2
IMPENETRABLE RANKSOnce Per Battle, Any Combat Phase
DeclarePick a friendly unit to use this ability.
EffectUntil the end of the phase, add 1 to ward rolls for that unit. Keywords Ossiarch Command
RE-FORM RANKSOnce Per Battle, Your Movement Phase
DeclarePick a friendly Mortek Guard unit in combat to use this ability.
EffectThat unit can use a Retreat ability this phase without any mortal damage being inflicted on it. Keywords Ossiarch Command

Warscrolls

4

MORTISAN SOULREAPER

Move5"
Health5
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Soulreaper Scythe34+3+22
DRAIN VITALITYYour Hero Phase
DeclarePick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, subtract 1 from hit rolls for attacks made by the target unit until the start of your next turn.
REKNIT CONSTRUCTYour Movement Phase
DeclarePick a friendly unit wholly within 12" of this unit and that is not in combat to be the target.
EffectHeal (D3) the target. If the target unit is not damaged, you can instead return a number of slain models to it that have a combined Health characteristic of D3 or less. Keywords Ossiarch Command
HeroWizardInfantryWard (6+)

MORTEK GUARD

Move4"
Health1
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Nadirite Spear23+4+-1Anti-charge (+1 Rend)
NADIRITE ASSAULTAny Combat Phase
EffectUntil the end of the phase, this unit's melee weapons have Crit (2 Hits) . Keywords Ossiarch Command
InfantryWard (6+)

KAVALOS DEATHRIDERS

Move10"
Health3
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Nadirite Spear33+4+11Charge (+1 Damage)
Kavalos Steed's Hooves and Teeth25+3+-1Companion
DEATHRIDER WEDGEYour Charge Phase
EffectThe following effects apply this phase: • Models in this unit can pass across enemy Infantry models as if this unit had Fly . • After this unit has charged, you can pick an enemy unit that it passed across and roll a dice. On a 2+, inflict D3 mortal damage on that enemy unit. Keywords Ossiarch Command
CavalryWard (6+)

GOTHIZZAR HARVESTER

Move6"
Health10
Save4+
Control5
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Death's Head Maw12"44+4+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Soulcrusher Bludgeons64+2+22
Ossified Hooves and Tail44+3+12
REPAIR CONSTRUCTEnd of Any Turn
DeclarePick a friendly Mortek Guard unit within 6" of this unit to be the target. Then, roll a dice for each bone- tithe point this unit has.
EffectFor each 4+, you can return 1 slain model to the target unit. Then, reset this unit's bone-tithe points to 0.
BONE HARVESTPassive
EffectEach time an enemy model in combat with this unit is slain, this unit gains 1 bone-tithe point . It can never have more than 6 bone-tithe points .
MonsterWard (6+)
Spearhead · Soulblight Gravelords

Bloodcrave Hunt

Soulblight Gravelords

Army Composition

5 entries
GeneralVampire Lord
Unit10 Deathrattle Skeletons
Unit10 Deathrattle Skeletons
Unit5 Blood Knights
Unit3 Vargheists

Battle Traits

3
DEATH'S DESCENT
SWOOP DOWNYour Movement Phase
EffectSet up this unit anywhere on the battlefield more than 6" from all enemy units. Keywords Core
THE HUNGERPassive
EffectEach time a friendly Vampire unit uses a Fight ability, after all of its attacks have been resolved, Heal (X) that Vampire unit where X is the number of damage points allocated by those attacks.

Enhancements

4
CLOUD OF BATSOnce Per Battle, Your Movement Phase
EffectRemove your general from the battlefi eld and set them up again anywhere on the battlefi eld more than 6" from all enemy units. Keywords Core
GR VE-SAND SHARD
EffectAdd 1 to each legion roll made for that unit. Once Per Battle, Reaction: You declared the 'Skeleton Legion' ability for a unit within 9" of your general
AUR OF NIGHTPassive
EffectIgnore negative modifi ers to save rolls for shooting attacks that target your general.
SPIRIT GALEYour Hero Phase
DeclareMake a casting roll of 2D6.
EffectOn a 7+, infl ict 1 mortal damage on each enemy unit on the battlefi eld.

Regiment Abilities

2
ENDLESS LEGIONSOnce Per Battle, Your Movement Phase
DeclarePick a friendly Deathrattle Skeletons unit that has been destroyed.
EffectYou can set up a replacement unit with D6 models in friendly territory more than 6" from enemy units. Keywords Core
RUINOUS CHARGERSAny Charge Phase
DeclarePick your Blood Knights unit to use this ability if it charged this turn.
EffectInfl ict D3 mortal damage on each enemy unit it passed across during that Charge ability.

Warscrolls

4

VAMPIRE LORD

Move6"
Health5
Save3+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Dynastic War-relic53+3+12
VILE TRANSFERENCEYour Hero Phase
DeclarePick a visible enemy unit within 6" of this unit to be the target, then make a casting roll of 2D6.
EffectOn a 6+, roll a number of dice equal to the target's Health characteristic. For each 5+, inflict 1 mortal damage on the target and Heal (1) this unit.
HeroWizardInfantryVampireWard (6+)

BLOOD KNIGHTS

Move10"
Health3
Save3+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Templar Lance or Templar Blade33+3+11Charge (+1 Damage)
Nightmare's Hooves and Teeth35+3+-1Companion
RIDERS OF RUINPassive
EffectModels in this unit can pass across enemy Infantry models as if this unit had Fly .
CavalryVampireWard (6+)

VARGHEISTS

Move12"
Health4
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Murderous Fangs and Talons34+3+12Crit (2 Hits)
THE SCENT OF GOREPassive
EffectAdd 1 to wound rolls for attacks made by this unit that target a damaged unit.
InfantryVampireFlyWard (6+)

DEATHRATTLE SKELETONS

Move4"
Health1
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Ancient Weapon24+4+-1
SKELETON LEGIONYour Combat Phase
EffectFor each slain model from this unit, make a legion roll of D6. For each 6, return 1 slain model to this unit.
InfantryWard (6+)
Spearhead · Soulblight Gravelords

Deathrattle Tomb Host

Soulblight Gravelords

Army Composition

5 entries
GeneralWight King
Unit10 Barrow Guard
Unit5 Barrow Knights
Unit10 Deathrattle Skeletons
Unit10 Deathrattle Skeletons

Battle Traits

3
THE UNQUIET DEAD
THE RISING DEADOnce Per Battle (Army), Your Movement Phase
EffectSet up this unit anywhere on the battlefield wholly within 3" of a battlefield edge and more than 6" from all enemy units.
AURA OF ANTIQUITYOnce Per Turn (Army), Your Combat Phase
DeclarePick an enemy unit in combat with any friendly units to be the target.
EffectRoll a dice. On a 3+, subtract 1 from the Rend characteristic of the target's melee weapons until the start of your next turn.

Enhancements

4
SHYISHAN BLADEPassive
EffectThe Rend characteristic of your general's Baleful Tomb Blade is 2.
STOLEN ANIMUSPassive
EffectEach time your general scores a critical hit, Heal (2) your general after the Attack ability has been resolved.
PROPELLED BY HATEYour Charge Phase
DeclarePick another friendly unit wholly within 12" of your general to be the target.
EffectYou can re-roll charge rolls for the target for the rest of the turn.
SOUL-DRAIN PENDANTOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit in combat with your general to be the target.
EffectRoll a dice. On a 2+, the target has Strike-last for the rest of the turn.

Regiment Abilities

2
OVERWHELMING HORDESPassive
EffectAdd 1 to wound rolls for combat attacks made by friendly non- Hero units that target a unit that has fewer models than the attacking unit.
DEATHMARCHOnce Per Turn (Army), Your Hero Phase
DeclarePick a friendly non- Hero unit that is not in combat to be the target.
EffectFor the rest of the turn, add 1" to the target's Move characteristic and add 3 to its control score.

Warscrolls

4

WIGHT KING

Move4"
Health5
Save3+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Baleful Tomb Blade54+3+12Crit (Mortal)
KING OF SHAMBLING BONESYour Hero Phase
DeclarePick a friendly Deathrattle unit wholly within 12" of this unit to be the target.
EffectRoll a dice. On a 2+, add 1 to hit rolls for combat attacks made by the target for the rest of the turn.
HeroInfantryWard (6+)

BARROW GUARD

Move4"
Health1
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Wight Blade24+3+11Crit (Mortal)
GUARDIANS OF THE KINGPassive
EffectWhile your general is within this unit's combat range, both this unit and your general have Ward (5+) .
InfantryWard (6+)

BARROW KNIGHTS

Move10"
Health3
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Barrow Lance24+3+11Crit (Mortal)
Skeletal Steed's Hooves and Teeth25+3+-1Companion
CURSED TO RISE ONCE MOREEnd of Your Turn
EffectYou can return 1 slain model to this unit.
CavalryWard (6+)

DEATHRATTLE SKELETONS

Move4"
Health1
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Ancient Weapon24+4+-1
SKELETON LEGIONEnd of Any Turn
EffectYou can return D3 slain models to this unit.
InfantryWard (6+)
Spearhead · Gloomspite Gitz

Bad Moon Madmob

Gloomspite Gitz

Army Composition

6 entries
GeneralLoonboss
Unit10 Moonclan Stabbas
Unit10 Moonclan Stabbas
Unit5 Squig Hoppers
Unit5 Squig Hoppers
Unit3 Rockgut Troggoths

Battle Traits

2
UNDER THE LIGHT OF THE BAD MOONOnce Per Battle, Start of the First Battle Round
DeclarePick a territory (either friendly territory or enemy territory) to be under the Light of the Bad Moon . If both players can use this ability, the players roll off and the winner picks a territory to be under the Light of the Bad Moon. Th e territory picked remains under the Light of the Bad Moon in the fi rst and second battle rounds. In the third and fourth battle rounds, the other territory is under the Light of the Bad Moon.
EffectWhile a friendly unit is wholly within the territory that is under the Light of the Bad Moon, the appropriate effect below applies to it: If the unit is a Moonclan Stabbas unit, add 3 to its control score. If the unit is a Squig Hoppers unit, no mortal damage is infl icted on it when it uses Retreat abilities. If the unit is a Rockgut Troggoths unit, add 1 to save rolls for it. One of your units of Squig Hoppers is not set up during the deployment phase. Instead, from the third battle round onwards, they can use the following ability:
SQUIGALANCHEYour Movement Phase
EffectSet up this unit wholly within your territory, wholly within 3" of a battlefi eld edge and more than 6" from all enemy units.

Enhancements

4
FIGHT ANOTHER DAYEnd of Any Turn
DeclarePick your general to use this ability if they used a Fight ability this turn.
EffectYour general can make a 2D6" move but cannot end that move in combat.
THE CLAMMY COWLPassive
EffectSubtract 1 from hit rolls for attacks that target your general.
HALLUCINOGENIC FUNGUS BREWPassive
EffectYour general has Ward (4+) in the first battle round, Ward (5+) in the second battle round, and Ward (6+) in the third and fourth battle rounds.
NIGHTSHADE MUSHROOMOnce Per Battle, Enemy Movement Phase
DeclarePick a friendly unit within your general's combat range.
EffectThat unit cannot be targeted by shooting attacks in the next shooting phase.

Regiment Abilities

2
THE LUNATIC HORDESYour Hero Phase
DeclarePick a friendly Moonclan Stabbas unit to use this ability.
EffectYou can return up to D3 slain models to that unit.
THE HAND OF GORKOnce Per Battle (Army), Your Movement Phase
DeclarePick a friendly unit that is not in combat to use this ability.
EffectRemove that unit from the battlefi eld and set it up again more than 9" from all enemy units. Keywords Core

Warscrolls

4

LOONBOSS

Move5"
Health5
Save4+
Control2
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Moon-slicer54+4+1D3
I'M DA BOSSYour Hero Phase
DeclarePick a friendly Moonclan Stabbas unit wholly within 12" of this unit to be the target.
EffectPick 1: If the target unit is not in combat, you can return D6 slain models to it. Add 1 to hit rolls for attacks made by the target unit until the start of your next turn.
HeroInfantryWard (6+)

SQUIG HOPPERS

MoveD6+8"
Health2
Save6+
Control1
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Slitta24+5+-1
Squig's Fang-filled Gob34+3+11Companion
BOING! BOING! BOING!Any Movement Phase
DeclarePick an enemy unit that any models in this unit passed across this phase to be the target, then roll a dice for each model in this unit that did so.
EffectFor each 4+, inflict 1 mortal damage on the target.
CavalryFly

ROCKGUT TROGGOTHS

Move6"
Health5
Save4+
Control2
Ward5+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Throwin' Boulders10"15+2+2D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Massive Stone Maul24+2+23
REGENERATIONStart of Any Turn
EffectHeal (D3) this unit.
InfantryWard (5+)

MOONCLAN STABBAS

Move5"
Health1
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Stabba24+5+-1
NET ERSAny Combat Phase
DeclarePick an enemy Infantry unit in combat with this unit to be the target.
EffectRoll a dice. On a 2+, subtract 1 from hit rolls for attacks made by the target unit this phase.
Infantry
Spearhead · Gloomspite Gitz

Snarlpack Huntaz

Gloomspite Gitz

Army Composition

6 entries
GeneralSnarlboss
Unit2 Wolfgit Retinue
Unit3 Snarlpack Cavalry
Unit3 Snarlpack Cavalry
Unit1 Sunsteala Wheela
Unit1 Sunsteala Wheela

Battle Traits

1
FAST AS FRAZZLEGITPassive
EffectFriendly units can use Charge abilities even if they used a Retreat ability in the same turn. In addition, no mortal damage is inflicted on friendly units by Retreat abilities.

Regiment Abilities

6
FLANKIN' FORCEOnce Per Battle, Start of First Battle Round
EffectPick up to 2 friendly units. Remove them from the battlefield and set them up again anywhere on the battlefield more than 6" from all enemy units.
FRAZZLEBOOMPassive
EffectEach time a friendly War Machine is destroyed, before removing it from play, pick an enemy unit within 3" of that War Machine and roll a D3. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
SUNSTEALA SHARDOnce Per Battle, Enemy Shooting Phase
EffectFor the rest of the turn, friendly units cannot be targeted by shooting attacks while they are wholly within 6" of this unit, unless the attacking unit is in combat with the target unit.
GLARE OF FRAZZLEGITOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit in combat with your general to be the target.
EffectSubtract 1 from hit rolls for attacks made by the target for the rest of the turn.
DEVIOUS BACKSTABBAEnd of Any Turn
DeclarePick an enemy Hero in combat with this unit to be the target.
EffectRoll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KUNNIN' AS A SNARLFANGOnce Per Battle, Any Combat Phase
EffectFor the rest of the turn, add 1 to the Rend characteristic of melee weapons used by friendly units while they are wholly within 12" of the bearer.

Warscrolls

4

SNARLBOSS

Move12"
Health5
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Boss Loppa54+4+12
Snarlfang's Slavering Jaws24+3+-2Companion
GREAT SNARLIN' HOWLOnce Per Turn (Army), Your Hero Phase
DeclarePick this unit and another friendly unit within this unit's combat range to be the targets.
EffectRoll a dice. On a 3+, add 1 to the Rend characteristic and the Attacks characteristic of the targets' Companion melee weapons for the rest of the turn.
HeroCavalry

WOLFGIT RETINUE

Move12"
Health2
Save5+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Grot Bow15"24+5+-1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Stabbin' Stikka24+5+-1
Snarlfang's Slavering Jaws24+3+-2Companion
I GOT DIS, BOSSPassive
EffectWhile a friendly Snarlboss is within this unit's combat range, both this unit and that Snarlboss have Ward (5+) .
Cavalry

SNARLPACK CAVALRY

Move12"
Health3
Save4+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Pointy Skewas44+5+-1Charge (+1 Damage)
Giant Snarlfang's Jaws34+3+-2Companion
FRAZZLEBURNED SCRAPPassive
EffectThis unit has Strike first if it charged in the same turn.
Cavalry

SUNSTEALA WHEELAS

Move12"
Health6
Save4+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Grot Bow15"24+5+-1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Wheela Slicers and Stabbin' Stikka44+4+-1
Snarlfangs' Slavering Jaws44+3+-2Companion
CAREENING DESTRUCTIONYour Movement Phase
EffectThis unit can move a distance up to its Move characteristic. It can pass through other models and the combat ranges of enemy units, but it cannot end that move in combat. Then, pick up to 1 enemy Infantry unit that this unit passed across during that move to be the target. Inflict D3 mortal damage on the target. Designer's Note: Keywords Core, Move
War Machine
Spearhead · Ogor Mawtribes

Mawseeker Mob

Ogor Mawtribes

Army Composition

4 entries
GeneralButcher
Unit3 Cleavers
Unit3 Gutseers
Unit5 Gorger Mawpack

Battle Traits

4
FRENZIED HUNTERSOnce Per Battle, Start of Battle Round
EffectSet up this unit within 1" of a battlefield edge and more than 6" from all enemy units.
CHUCK 'EM IN THE POTEnd of Any Turn
DeclareYou must use this ability if an enemy unit was destroyed this turn.
EffectYour general's Butcher's Cauldron becomes full .
WOT? NO MEAT!?Passive
EffectYour general's Butcher's Cauldron starts the battle empty .
FROM OUT THE CAVERNS

Regiment Abilities

6
DISH TESTERSAny Combat Phase
DeclareIf your general's Butcher's Cauldron is full , pick a visible friendly unit wholly within 12" of them to be the target.
EffectAdd 1 to hit rolls for the target's combat attacks for the rest of the turn. Then, your general's Butcher's Cauldron becomes empty .
EAGER PROCURERSPassive
EffectWhile your general's Butcher's Cauldron is empty , add 2" to the Move characteristic of friendly units while they are wholly within 12" of your general.
GENEROUS PORTIONSEnd of Any Turn
EffectIf your general's Butcher's Cauldron is full , Heal (1) each visible friendly unit wholly within 9" of your general.
DISGUSTING EATER
EffectSubtract D3 from the charge roll. If your general's Butcher's Cauldron is full , you can subtract 3 from the charge roll instead, but if you do so, their Butcher's Cauldron becomes empty after that Charge ability has been resolved. Once Per Battle, Reaction: Opponent declared a Charge ability for a visible enemy unit within 12" of this unit
HUNGER PANGSOnce Per Battle, Enemy Movement Phase
EffectEach friendly unit that is not in combat can move up to D3". Friendly units that are not in combat and are wholly within 9" of your general while their Butcher's Cauldron is empty can move up to D6" instead. They cannot end those moves in combat.
WELL-STOCKED LARDERStart of First Battle Round
EffectYour general's Butcher's Cauldron becomes full .

Warscrolls

4

BUTCHER

Move6"
Health8
Save5+
Control3
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Butcher's Tools44+2+23
RUST-MAWYour Hero Phase
DeclarePick a visible enemy unit within 12" of this unit to be the target. Then, make a casting roll of 2D6.
EffectOn a 6+, until the start of your next turn, subtract 1 from the Rend characteristic of the target's melee weapons. 5+ 3 8 6" 6+
BUTCHER'S CAULDRON
EffectIf this unit's Butcher's Cauldron is full , roll a D3. On a 1, this unit's Butcher's Cauldron becomes empty . On a 2+, you can add 2 to the casting roll. Reaction: You declared the 'Rust-maw' ability
HeroWizardInfantryWard (6+)

CLEAVERS

Move6"
Health4
Save5+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Cleaver's Tools44+2+23
A TASTE FOR THE ARCANEPassive
EffectThis unit's melee weapons have Crit (2 Hits) while it is in combat with an enemy Wizard or Priest .
InfantryWard (6+)

GORGER MAWPACK

Move6"
Health5
Save6+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Clubs, Claws and Jaws54+2+12
BESTIAL HUNGERPassive
EffectIn your charge phase, if this unit is not in combat and there are any enemy units within 12" of it, this unit must use the 'Charge' ability, and if the charge roll would allow it to end the move within 1⁄2" of a visible enemy unit, it must do so.
InfantryWard (6+)

GUTSEERS

Move6"
Health4
Save5+
Control2
Ward6+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Gutseers' Tools34+2+23
CONDUITS OF GUT MAGICOnce Per Turn (Army), Any Hero Phase
EffectThe next time the 'Rust- maw' ability is used by your general, measure the range and visibility of that ability from this unit instead of your general. 6+
InfantryWard (6+)
Spearhead · Ogor Mawtribes

Scrapglutt

Ogor Mawtribes

Army Composition

6 entries
GeneralMantrappers with 3 Gnoblar tokens, 1 Frost Sabre token and 1 Trap token Designer's Note: Trap token has no effect unless you give your general the 'Nasty Trap' enhancement.
Unit2 Ironguts
Unit2 Ironguts
Unit4 Ironguts
Unit12 Gnoblars
Unit1 Gnoblar Scraplauncher

Battle Traits

2
BETTER LATE THAN NEVER
LET'S GET STUCK INYour Movement Phase
EffectSet up this unit wholly within friendly territory, wholly within 6" of the battlefield edge, and not in combat.

Enhancements

4
MASSIVE BULK
EffectAdd 2 to the Health characteristic of your general. Passive
NASTY TRAPOnce Per Battle, Your Movement Phase
DeclarePick an enemy unit within 12" of your general to be the target.
EffectGive the target your general's Trap token. While the target has a Trap token, each time the target is picked to use a Move or Charge ability, roll a dice. On a 4+, that Move or Charge ability has no effect and the target's Trap token is removed.
VETERAN HUNTEROnce Per Battle, Any Hero Phase
DeclarePick an enemy unit within 12" of your general to be the target.
EffectFor the rest of the turn, add 1 to the Rend characteristic of your general's combat attacks that target that unit.
SAVAGE INSTINCTS
EffectPick a friendly unit that has not used a Fight ability this turn and is within your general's combat range to be the target. The target can be picked to use a Fight ability immediately after the Fight ability used by your general has been resolved. Reaction: You declared a Fight ability for your general

Regiment Abilities

2
IT'S A HARD LIFEAny Hero Phase
DeclarePick a friendly Gnoblars unit within your general's combat range to be the target.
EffectRoll a D3. On a 2+: •  Heal (X) your general where X is an amount equal to the roll. • 1 model in that Gnoblars unit is slain.
FRENZIED ARTILLERYPassive
EffectIf the unmodified charge roll for a friendly Gnoblar Scraplauncher is 6+, add 3 the Attacks characteristic of the target's Companion weapons for the rest of the turn.

Warscrolls

4

MANTRAPPERS

Move6"
Health7
Save5+
Control5
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Mantrapper Crossbow12"24+2+1D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Frost Sabre's Fangs34+3+11Companion
Culling Knife44+2+12
STAYING USEFULPassive
EffectWhile any of this unit's Gnoblar or Frost Sabre tokens are on the battlefield, this unit has Ward (5+) . Each time you make a successful ward roll for this unit, remove 1 of this unit's tokens from the battlefield. If this unit's Frost Sabre token has been removed, it can no longer attack with its Frost Sabre's Fangs .
NO SLACKING!Your Hero Phase
DeclarePick a friendly Infantry unit wholly within 12" of this unit.
EffectRoll a dice On a 3+, add the result to the target's control score until the start of your next turn.
HeroInfantry

GNOBLAR SCRAPLAUNCHER

Move9"
Health9
Save4+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Piles of Old Scrap24"3D64+4+-1Crit (Auto-wound)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Scrappers' Stabbers75+5+-1
Rhinox's Sharp Horns24+2+1D3Companion
RAIN OF SCRAPYour Shooting Phase
DeclarePick an enemy unit that had any models slain this turn by this unit's shooting attacks to be the target.
EffectSubtract 1 from hit rolls for the target's attacks for the rest of the turn.
War Machine

GNOBLARS

Move5"
Health1
Save6+
Control1
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Sharp Stuff8"14+5+-1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Motley Assortment of Weapons15+5+-1
NO SHORTAGE OF VOLUNTEERSEnd of Any Turn
EffectYou can return D3 models to this unit.
InfantryReinforcements

IRONGUTS

Move6"
Health4
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Irongut Weapon34+2+23
DOWN TO THE IRONGUTSPassive
EffectIgnore negative modifiers to this unit's control score.
Infantry
Spearhead · Ogor Mawtribes

Tyrant's Bellow

Ogor Mawtribes

Army Composition

6 entries
GeneralTyrant
Unit2 Mournfang Pack
Unit3 Ogor Gluttons
Unit3 Ogor Gluttons
Unit4 Leadbelchers
Unit1 Ironblaster

Battle Traits

2
ON THE MAWPATH
BELLOWING ARRIVALYour Movement Phase
EffectSet up this unit anywhere on the battlefield, within 1" of a battlefield edge and more than 6" from all enemy units. Keywords Core

Enhancements

4
LONGSTRIDERPassive
EffectYour general has a Move characteristic of 8" instead of 6".
FLASK OF STONEHORN BLOOD
EffectYour general has Ward (3+) this phase.
BLUBBERGRUBReaction: Opponent declared an Attack ability and targeted your general Once Per Battle, Any Movement Phase
DeclarePick either your Ironblaster or your Mournfang Pack unit if it is within your general's combat range.
EffectHeal (D6) that unit. Once Per Battle,
BOOMING ROARAny Combat Phase
EffectRoll a dice. On a 4+, subtract 1 from hit rolls for attacks made by enemy units this phase while they are within 9" of your general.

Regiment Abilities

2
PULVERISING GIRTH
DeclarePick any number of friendly units that charged this phase.
EffectFor each of those units, pick an enemy unit in combat with it and roll a dice. On a 4+, inflict 1 mortal damage on that enemy unit.
BRED FOR TOUGHNESSPassive
EffectAdd 1 to the Health characteristic of your Ironblaster and your Mournfang Pack unit. Once Per Phase, Any Charge Phase

Warscrolls

5

TYRANT

Move6"
Health8
Save4+
Control5
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Ogor Pistols10"24+3+1D3Shoot in Combat
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Thundermace34+2+23
Beastskewer Glaive24+2+12Monster (+1 Rend)
BULLY OF THE FIRST DEGREEYour Hero Phase
DeclarePick a friendly unit wholly within 12" of this unit to be the target. You cannot pick this unit.
EffectAdd 3 to the control score of the target until the start of your next turn.
HeroInfantry

IRONBLASTER

Move9"
Health9
Save4+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Ironblaster Cannon18"24+2+2D3+3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Clubber24+2+-2
Rhinox's Sharp Horns24+2+1D3Companion
RHINOX CHARGEPassive
EffectThe Damage characteristic of this unit's Rhinox's Sharp Horns is 3 if it charged in the same turn.
War Machine

LEADBELCHERS

Move6"
Health4
Save5+
Control2
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Leadbelcher Gun15"D34+3+11
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Bludgeoning Blow24+2+-2
FIRING FROM THE BELLYPassive
EffectAdd 1 to hit rolls for this unit's shooting attacks if it has not used a Move ability this turn.
Infantry

OGOR GLUTTONS

Move6"
Health4
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Ogor Weapons44+2+12
DRIVEN BY HUNGERPassive
EffectAdd 1 to charge rolls for this unit.
Infantry

MOURNFANG PACK

Move9"
Health6
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Culling Clubs and Hackers34+2+12
Mournfang's Tusks44+2+12Companion
LINEBREAKERSPassive
EffectSubtract 1 from wound rolls for shooting attacks that target this unit.
Cavalry
Spearhead · Ogor Mawtribes

Warglutt Marauders

Ogor Mawtribes

Army Composition

6 entries
GeneralTyrant
Unit2 Gluttons
Unit3 Gluttons
Unit3 Ironguts
Unit1 Maulbeast Cavalry
Unit1 Maulbeast Cavalry

Battle Traits

3
MORE OGORS, MY LORD!Your Movement Phase
EffectSet up this unit anywhere on the battlefield so that every model is within 1" of a battlefield edge and more than 6" from all enemy units.
SCOFF DOWN FRESH FLESHEnd of Any Turn
DeclareIf an enemy unit was destroyed this turn, pick a friendly unit that used a Fight ability this turn to use this ability.
EffectPick 1 of the following effects to apply to that friendly unit for the rest of the battle: • Add 1 to hit rolls for that unit's combat attacks if it charged in the same turn. • Subtract 1 from ward rolls for damage points inflicted by that unit's combat attacks. • Add 3 to that unit's control score.
NOMADIC WARRIORS

Regiment Abilities

6
BRUTISH BARGINGOnce Per Battle, End of Your Turn
DeclarePick a friendly unit that charged this turn to be the target.
EffectThe target can move up to 2D6". It can move through the combat ranges of enemy units that it was in combat with at the start of that move but cannot end that move in combat.
BLINDING DUST CLOUDSPassive
EffectSubtract 1 from hit rolls for attacks that target friendly units that were set up in the same turn.
LUNGBURSTERPassive
EffectWhen making run rolls for friendly units wholly within 9" of your general, if you roll a 1-3, you can use a value of 4 instead.
DEATHCHEATERPassive
EffectYour general has Ward (6+) while they are more than 3" from all other friendly units.
GRISTLEGOBBLEROnce Per Battle, End of Any Turn
DeclarePick each enemy unit in combat with your general to be the targets.
EffectInflict D3 mortal damage on each target. Then, Heal (3) your general.
WALLWRECKERPassive
EffectYour general can pass across terrain features as if they had Fly .

Warscrolls

4

TYRANT

Move6"
Health8
Save4+
Control3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Tyrant's Meatcleavers44+2+23
ROARING WARLORDYour Hero Phase
DeclarePick a visible friendly unit within 12" of this unit to be the target.
EffectRoll a dice. On a 3+, for the rest of the turn, add 1 to charge rolls for the target. 4+ 3 8 6"
HeroInfantry

GLUTTONS

Move6"
Health4
Save5+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Glutton Weapons44+2+12
WALL OF MEATPassive
EffectAdd 1 to save rolls for this unit if it has not charged in the same turn.
Infantry

IRONGUTS

Move6"
Health4
Save4+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Irongut Weapon34+2+23
STOMPING MARAUDERSPassive
EffectAdd 2 to the this unit's control score if it charged in the same turn.
Infantry

MAULBEAST CAVALRY

Move10"
Health7
Save3+
Control3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Gutbiter Weapons34+2+23
Maulbeast's Horns and Fangs44+2+12Companion
SHOCK AND GOREOnce Per Turn (Army), Your Combat Phase
DeclareIf this unit charged this turn, pick an enemy unit in combat with it to be the target.
EffectRoll a dice. On a 3+, for the rest of the turn, subtract 1 from wound rolls for the target's attacks.
Cavalry
Spearhead · Orruk Warclans

Ironjawz Bigmob

Orruk Warclans

Army Composition

5 entries
GeneralMegaboss
Unit3 Brute Ragerz
Unit5 Ardboyz
Unit5 Ardboyz
Unit5 Brutes

Battle Traits

2
'ERE WE GO!Your Movement Phase
EffectSet up this unit anywhere on the battlefield more than 6" from all enemy units. Keywords Core
MIGHTY DESTROYERS
DeclarePick a friendly unit that was not set up this turn to be the target.
EffectThe target can move up to 3". It can move into combat. If it was in combat at the start of the move, it must end that move in combat. Once Per Turn (Army), Any Hero Phase Your Brutes are not set up during the deployment phase. Instead, from the third battle round onwards, they can use the following ability:

Regiment Abilities

6
NATURAL DISASTER
EffectIf you make an unmodified charge roll of 8+ for a friendly unit, add 1 to the Attacks characteristic of that unit's melee weapons for the rest of the turn.
A PROPER RUCKUS
EffectAll friendly units on the battlefield that were not set up this turn are the targets of that ability instead. Passive Once Per Battle, Reaction: You declared the 'Mighty Destroyers' ability
ARMOUR OF GORKPassive
EffectYour general has Ward (6+) .
TROPHY SKULLSPassive
EffectYour general's Control characteristic is 5.
MEGA BOSSYPassive
EffectIf this unit charged this turn, for the rest of the turn, add 1 to charge rolls for friendly units while they are wholly within 12" of this unit.
AMBERBONE WHETSTONEPassive
EffectThe Rend characteristic of your general's melee weapons is 2.

Warscrolls

4

MEGABOSS

Move4"
Health8
Save3+
Control2
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Boss-choppa84+2+12
GET STUCK IN, LADZ!Your Hero Phase
DeclarePick this unit or a friendly Brute unit wholly within 12" of this unit to be the target.
EffectRoll a dice. On a 2+, add 1 to the Attacks characteristic of the target's melee weapons until the start of your next turn.
HeroInfantry

ARDBOYZ

Move4"
Health2
Save3+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Choppa or Stikka24+3+11Anti-charge (+1 Rend)
SHIELD BASHAny Combat Phase
DeclarePick an enemy unit within 1" of this unit to be the target.
EffectMake a shield bash roll of D6 for each model in this unit that is within 3" of the target. For each 6, inflict 1 mortal damage on the target. Choppa or Stikka 2 4+ 3+ 1 1 Anti-charge (+1 Rend)
Infantry

BRUTE RAGERZ

Move4"
Health3
Save5+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Rager Weapons34+2+12
UNLEASHED RAGEPassive
EffectThis unit has Strike-first if it charged in the same turn.
InfantryBruteReinforcements

BRUTES

Move4"
Health3
Save3+
Control1
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Brute Weapons34+3+12
YOU MESSIN'?Passive
EffectEnemy units with a Health characteristic of 1 or 2 cannot contest objectives while they are in combat with this unit.
InfantryBrute
Spearhead · Orruk Warclans

Swampskulka Gang

Orruk Warclans

Army Composition

6 entries
GeneralKillaboss on Great Gnashtoof
Unit1 Murknob with Belcha-banna
Unit3 Man-skewer Boltboyz
Unit5 Gutrippaz
Unit5 Gutrippaz
Unit1 Beast-skewer Killbow

Battle Traits

1
KRULEBOYZ WAAAGH!Once Per Battle, Any Combat Phase
DeclarePick your general to use this ability, then pick another friendly unit wholly within 12" of them to be the target.
EffectYour general and the target have Strike-first this phase.

Enhancements

4
KUNNIN' PLANOnce Per Turn, Your Hero Phase
DeclarePick a friendly unit wholly within 12" of your general.
EffectIf that unit uses a Retreat ability this turn, no mortal damage is inflicted on it and it can still use Shoot and/or Charge abilities later in the turn.
MORK'S EYE PEBBLEOnce Per Battle, Enemy Movement Phase
EffectIn the next shooting phase, friendly units have Ward (5+) while they are wholly within 12" of your general.
EGOMANIAKPassive
EffectIf any other friendly units are within your general's combat range, before you allocate a damage point to your general, roll a dice. On a 4+, you must allocate that damage point to one of those units instead.
EYE-BITER ASHOnce Per Battle, Any Combat Phase
DeclarePick an enemy unit in combat with your general and roll a dice.
EffectOn a 1-4, subtract 1 from hit rolls for attacks made by that unit for the rest of the phase. On a 5+, subtract 1 from hit rolls for attacks made by that unit for the rest of the battle.

Regiment Abilities

2
COVERED IN MUDStart of the First Battle Round
DeclarePick a friendly unit to use this ability.
EffectIn this battle, that unit is not visible to enemy models that are more than 12" away from it.
NOISY RACKETPassive
EffectSubtract 1 from wound rolls for attacks made by enemy units in the first battle round.

Warscrolls

5

KILLABOSS

ON GREAT GNASHTOOF
Move10"
Health10
Save3+
Control2
Ward3+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Jagged Boss-stikk ka43+3+12Crit (Mortal)
Gnashtoof's Bone-crushin ng Fangs54+3+12Companion
ALL PART OF DA PLANYour Hero Phase
DeclarePick a friendly unit wholly within 9" of this unit to be the target. You cannot pick this unit.
EffectAdd 3 to the target's control score until the start of your next turn.
HeroCavalry

BEAST-SKEWER KILLBOW

Move5"
Health5
Save5+
Control2
Ward4+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Beast-skewer Bolts24"24+2+2D6Crit (Auto-wound)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Jaggedy Blades24+3+-1Crit (Mortal)
SKEWEREDPassive
EffectThe Damage characteristic of this unit's Beast-skewer Bolts is 6 instead of D6 if the target is a Monster .
War Machine

MURKNOB

WITH BELCHA-BANNA
Move5"
Health6
Save4+
Control5
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Murknob Cleaver44+3+12Crit (Mortal)
BREATH OF THE MIRE-DRAKESAny Combat Phase
DeclareRoll a dice for each enemy unit in combat with this unit.
EffectOn a 1, nothing happens. On a 2-5, inflict 1 mortal damage on that enemy unit. On a 6, inflict D3 mortal damage on that unit.
HeroInfantry

GUTRIPPAZ

Move5"
Health2
Save5+
Control1
Ward4+
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Wicked Hacka24+3+-1Crit (Mortal)
SCARE TAKTIKZAny Combat Phase
EffectRoll a dice. On a 3+, subtract 1 from hit rolls for attacks that target this unit this phase. This ability has no effect on attacks made by Heroes .

MAN-SKEWER BOLTBOYZ

Move5"
Health2
Save5+
Control1
Ward4+
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Man-skewer Crossbow18"24+3+12Crit (Auto-wound)
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Jaggedy Blade14+3+-1Crit (Mortal)
PICK 'EM OFFPassive
EffectAdd 1 to hit rolls for this unit's shooting attacks if has not used a Move ability this turn.
Infantry
Spearhead · Sons of Behemat

Wallsmasher Stomp

Sons of Behemat

Army Composition

3 entries
GeneralMancrusher Gargant
Unit1 Mancrusher Gargant
Unit1 Mancrusher Gargant

Battle Traits

3
'GRAB THOSE ROCKS AND CHUCK 'EM!'Your Hero Phase
DeclarePick your general to use this ability, then pick another friendly unit wholly within 12" of them.
EffectAdd 1 to the Attacks characteristic of that unit's Throwin' Rocks this turn.
BULLSTOMPER
BELLOWING ROARAny Combat Phase
DeclarePick a friendly unit to use this ability, pick an enemy unit in combat with it to be the target, then roll a dice.
EffectOn a 2+, subtract 1 from hit rolls for attacks made by the target unit this phase.

Enhancements

4
MONSTROUSLY TOUGHPassive
EffectYour general has a Health characteristic of 15 instead of 12.
EXTRA-BIG BAGPassive
EffectWhen your general uses their 'Stuff 'Em In Me Bag' ability, you can pick 2 enemy units instead of 1 (roll for each).
FURIOUSLY TERRITORIALPassive
EffectAdd 1 to hit rolls for attacks made by your general that target an enemy unit that is contesting an objective you do not control.
LANKY GITPassive
EffectWhen you make a charge roll for your general, roll 3D6 instead of 2D6.

Regiment Abilities

2
FOE-CHOMPERS
EffectEach time an enemy model is slain by a friendly unit's 'Stuff 'Em In Me Bag' ability, Heal (D3) that unit.
EARTH-SHAKING CHARGEOnce Per Phase (Army), Any Charge Phase
DeclarePick a friendly unit that charged this phase to use this ability, then roll a dice for each enemy unit in combat with it.
EffectOn a 3+, that enemy unit has Strike-last this turn. Passive

Warscrolls

1

MANCRUSHER GARGANT

Move8"
Health12
Save5+
Control10
Ranged Weapons
NameRangeAttacksHitWoundRendDamageAbility
Throwin' Rocks12"15+2+2D3
Melee Weapons
NameAttacksHitWoundRendDamageAbility
Massive Club44+2+12
'Eadbutt14+2+24
Mighty Kick14+2+2D3
STUFF 'EM IN ME BAGAny Combat Phase
DeclarePick an enemy unit in combat with this unit to be the target, then roll a dice.
EffectIf the roll is at least double the target unit's Health characteristic, 1 model in that unit is slain.
TIMBER!Passive
EffectIf this model is slain, before removing it from the battlefield, the players must roll off. The winner picks a point on the battlefield up to 3" from this model. Inflict D3 mortal damage on each enemy unit within 2" of that point. This model is then removed from the battlefield. - Vorsh the Fist
MonsterReinforcements
Scenarios

Battleplans and Modules

In this chapter

Battleplan: Fire and Jade

As the Hour of Ruin dawns, the fight to secure sacred sites and geomantic nexuses rages fiercer than ever. The first battles of this new age are fought in Aqshy and Ghyran, each faction sending vanguard forces to take and hold these places of power. So unpredictable are these frontiers that the land itself can bless the chosen or curse those who incur its wrath.

Pre-battle Sequence

  1. Roll off. The winner chooses who is the attacker and who is the defender.
  2. The attacker picks their regiment ability and enhancement, then the defender does the same.
  3. The defender chooses which side of the realm battlefield to fight on: Aqshy or Ghyran.
  4. The defender picks 1 of the deployment maps and chooses which territory belongs to which player.
  5. The defender sets up their terrain features, followed by the attacker. Each must be wholly within friendly territory, more than 6" from all other terrain features and more than 3" from both long battlefield edges and enemy territory, and cannot be set up on the objectives (wholly or partially).
Fire and Jade deployment maps: horizontal or diagonal.
Fire and Jade deployment maps: horizontal or diagonal.

Deployment

Do not deploy as described in the Core Rules. The attacker sets up all their units first, followed by the defender, each wholly within friendly territory and more than 6" from enemy territory.

Battle Length

The battle lasts for 4 battle rounds.

Special Rules: Preparing the Spearhead Deck

This battle uses the Fire and Jade Spearhead deck. One player shuffles the twist deck for the side being fought on and places it face down next to the battlefield (the other twist deck is not used). Each player then shuffles 1 battle tactic deck and places it face down within reach.

Start of the Battle Round Sequence

  1. In the first battle round, the attacker chooses who takes the first turn. Otherwise, the players make a priority roll (Core Rules 12.0).
  2. Determine the underdog (Core Rules 12.0).
  3. The twist card is drawn.
  4. The players draw battle tactic cards.
  5. Start of Battle Round abilities are used.

Twist cards: one is drawn at the start of each battle round; follow its rules as soon as it is drawn.

Battle tactic cards: at the start of the first battle round each player draws a hand of 3. At the start of each later round, each player may discard any number, then draws back up to 3. Cards are discarded face-up.

Seizing the initiative: if the player who went second in the previous round wins the priority roll and chooses to go first, they seize the initiative and draw no battle tactic cards that round, unless they are the underdog and the VP difference is 5 or greater.

Victory Points

At the end of each of their turns, each player scores:

  • 1 VP if they control at least one objective
  • 1 VP if they control two or more objectives
  • 1 VP if they control more objectives than their opponent
  • 1 VP for each battle tactic completed this turn

Glorious Victory

The player with the most victory points at the end of the battle wins. A tie is a draw.

Module: Desolation of the Mortal Realms

In the ruin of the Mortal Realms, resources of any kind are precious. Extracting them properly takes time, but reckless haste is the more common approach – and when two plundering armies meet, a bitter contest follows.

This module can be used with any Spearhead battlepack (e.g. Fire and Jade or Sand and Bone). Use all the battlepack's rules as normal; in addition, both players can use these abilities:

Desolate the Land · Any Hero Phase
Declare: Pick each objective and terrain feature you control that is being contested by a friendly unit to be a target.
Effect: For the rest of the battle, each target is being desolated by you, and is no longer being desolated by your opponent.

Use tokens or coins to mark which objectives and terrain features each player has desolated.

Fuel for Conquest · Once Per Turn, Your Hero Phase
Effect: Gain desolation points equal to the number of objectives and terrain features currently being desolated by you. Desolation points are cumulative and are not lost at the end of the turn. Then spend any number to gain the effects below; the same effect can be bought more than once per turn.

EffectCostWhat it does
Fuel the Fire1Draw 1 battle tactic card from your deck, then discard 1 battle tactic from your hand.
The Engine Roars2Return 1 battle tactic from your hand to the bottom of your deck and draw 1.
Raging Furnace3Randomly pick 1 battle tactic in your opponent's hand; they return it to the bottom of their deck and draw another.
Machinated Victory4Return 1 battle tactic card you previously completed or discarded to your deck and shuffle it.
Full Power!5Return 1 battle tactic from your hand to the bottom of your deck, draw the top 3 cards, keep 1 and return the other two to the bottom.

Cards returned to the bottom of a deck can be returned face down so the opponent cannot see them.

Module: Spearhead Doubles

Team up with a friend and battle another two-player team in Aqshy, Ghyran or Shyish. You need 2 Spearhead gaming packs (Fire and Jade or Sand and Bone) and a Spearhead army per player.

The same rules work for a bigger two-player game with 2 Spearhead armies each; two armies from the same faction (such as Cities of Sigmar or Ogor Mawtribes) make a thematic force.

Battleplan: Spearhead Doubles

After a deadly battle, two generals find common cause against a shared foe. With little choice and even less trust, they take the field with their depleted forces.

First decide as a group which battlepack to use: Fire and Jade or Sand and Bone.

Pre-battle sequence

  1. Each player picks a Spearhead army. Teammates must pick different armies.
  2. The players on each team roll off to determine their team's overlord, who makes the final decision whenever the team cannot agree.
  3. Each team rolls a dice per player and adds them; the higher total wins. This is a Doubles roll-off. The winner chooses which team attacks and which defends.
  4. Each attacking player picks their regiment ability and enhancement, then each defending player.
  5. The defending team chooses where to fight: Aqshy or Ghyran for Fire and Jade, Ossia or Dolorum for Sand and Bone. They then set up 2 realm battlefields as shown in the matching realm map.
  6. The defending team picks 1 deployment map and chooses which territory belongs to which team.
  7. With Sand and Bone, the defending team sets up the mystical terrain shown on the deployment map (if any).
  8. With Fire and Jade, the defending team sets up 2 large and 2 small terrain features, then the attacking team does the same. With Sand and Bone, the defending team sets up Terrain Group A (Large Wall and Small Fence) and Terrain Group B (Small Wall and Large Fence), then the attacking team does the same. Terrain must be wholly within friendly territory, more than 6" from other terrain and more than 3" from both long edges and enemy territory, and never on objectives.

Deployment: one attacking player sets up their army first, then one defending player, then the other attacking player, then the other defending player. Each unit is set up wholly within friendly territory and more than 6" from enemy territory.

Battle length: 4 battle rounds.

Doubles realm maps and deployment maps: two realm battlefields side by side.
Doubles realm maps and deployment maps: two realm battlefields side by side.

Special rules: Doubles

  • Units controlled by your teammate are friendly, but rules for your Spearhead army that affect or target friendly units only affect units in your own army.
  • Units in the opposing team's armies are enemy units.
  • Battle tactics that require a named objective (e.g. 'Control the Dracothion Dais') need your team to control both objectives with that name.
  • Battle tactics that require a terrain feature (e.g. 'Control the large terrain feature in enemy territory') need your team to control both such terrain features.
  • Where a rule says 'the players roll off', use the Doubles roll-off.
  • When alternating picks for Fight abilities, one team picks 1 unit from 1 of their armies, then the other team does the same, and so on.

Preparing the Spearhead deck: one player shuffles the twist deck for the battlepack and realm map chosen and places it face down by the battlefield (the other is not used). Each team shuffles 1 battle tactic deck from that battlepack and places it within reach.

Start of the battle round sequence: in the first battle round, the attacking team chooses who takes the first turn; later, the players make a priority roll (Core Rules 12.0).

  1. Determine the underdog (Core Rules 12.0).
  2. Draw the twist card and follow it as it is drawn.
  3. Draw battle tactic cards: at the start of the first round each team draws a shared hand of 3; at the start of each later round each team may discard any number and draws back up to 3, discarding face up. Both teammates can contribute to their team's battle tactics.
  4. Use Start of Battle Round abilities.

Seizing the initiative: if the team that went second last round wins the priority roll and goes first, it draws no battle tactic cards that round, unless it is the underdog and 5 or more VP behind.

Victory points: at the end of each of its turns, each team scores:

  • 1 VP for controlling two or more objectives
  • 1 VP for controlling four or more objectives
  • 1 VP for controlling more objectives than the opposing team
  • 1 VP for each battle tactic the team completed this turn

Glorious victory: the team with the most victory points wins. A tie is a draw.

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