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
- Pick a Spearhead army: a fixed set of units with its own rules and warscrolls. Each has a matching box set.
- Choose a realm battlefield: each side is themed around one of the Mortal Realms.
- 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.
- Prepare your warscrolls: each warscroll shows how fast and tough a unit is, its weapons and abilities, and its keywords (Hero, Wizard, Monster, Infantry…).
- 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:
| Terrain | Abilities |
|---|---|
| Large terrain feature | Cover, Obscuring, Unstable |
| Small terrain feature | Cover, 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
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.
| Item | Meaning |
|---|---|
| Move | How quickly the unit can move across the battlefield (15.0) |
| Health | How many damage points can be allocated to the unit before a model is slain (18.2) |
| Control | How well each model in the unit can contest objectives (32.2) |
| Save | The roll needed to save a model from harm; lower is better (17.0) |
| Unit type | Shown under the warscroll name |
| Keywords | The keywords the unit has (5.1) |
| Weapons | Melee weapons make combat attacks, ranged weapons make shooting attacks. Each has its own characteristics (16.0) |
| Abilities | Any special abilities the unit can use (5.0) |
5.0 Abilities
Most things units can do are called abilities. An ability has these parts:
- Timing: when it can be used (e.g. Your Shooting Phase).
- Name and description
- Declare instructions
- Effect
- 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:
- Declare the Ability: tell your opponent which ability is being used. Resolve any Declare instructions now.
- 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.
- 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.

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 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.)
- Deploy Faction Terrain Features: the player who begins deployment uses Deploy Terrain abilities first, then their opponent. This is optional.
- 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.
- 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:
- 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.
- 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.
- 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.
- The active player uses Combat Phase abilities that are not Fight abilities, then the opponent does the same.
- 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.
- 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.
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.
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.
- 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.
- 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.
- 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.
- 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.
- Resolve ward saves for all damage points in the damage pool, if applicable (18.1).
- 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.
- 4 Liberators with Warhammers make 2 attacks each: 8 attacks, Hit 3+, scoring 5 hits.
- Wound rolls for the 5 hits at 3+: 3 wound.
- Emma saves: Save 4+, Rend 1, so she needs 5+. She saves 1; 2 damage points go into the pool.
- The Liberator with a Grandhammer scores 2 hits, one a critical 6. Crit (Mortal) adds 2 mortal damage straight to the pool.
- The other hit wounds, the Rend 1 save fails, and 2 more damage points are added. The attacks are resolved.
- 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 ability | Effect |
|---|---|
| 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. |
| Companion | Unless 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 Combat | This 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:
- Modifiers that set a characteristic to a fixed value.
- Modifiers that multiply or divide it.
- 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:
- 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.
- Determine which player controls each objective.
- 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:
- 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.
- Each player adds up their units' control scores: their army control score for that objective.
- 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.
Castelite Company
Army Composition
5 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4FREEGUILD CAVALIER-MARSHAL
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Dragoon Pistol | 10" | 2 | 3+ | 4+ | 1 | 1 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Master-forged Longsword | 5 | 3+ | 4+ | 1 | 2 | |
| Warhorse's Steel-shod Hooves | 2 | 5+ | 3+ | - | 1 | Companion |
FREEGUILD STEELHELMS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Freeguild Weapon | 2 | 4+ | 4+ | - | 1 |
FREEGUILD CAVALIERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Cavalier Weapon | 3 | 4+ | 4+ | 1 | 1 | Charge (+1 Damage) |
| Warhorse's Steel-shod Hooves | 2 | 5+ | 3+ | - | 1 | Companion |
IRONWELD GREAT CANNON
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Great Cannon: Cannonball | 24" | 2 | 4+ | 2+ | 2 | D3+2 | |
| Great Cannon: Grapeshot | 12" | 5 | 3+ | 3+ | 1 | 2 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Crew's Tools and Sidearms | 2 | 4+ | 4+ | - | 1 |
Fusil-Platoon
Army Composition
5 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4FUSIL-MAJOR
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Long-Fusil | 24" | 3 | 3+ | 3+ | 1 | 2 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warhulk's Mace | 4 | 4+ | 2+ | 2 | 2 |
ALCHEMITE WARFORGER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Tongstaff | 3 | 4+ | 4+ | 1 | D3 |
FREEGUILD FUSILIERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Fusil-cannon | 18" | 2 | 4+ | 4+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Bayonet | 1 | 4+ | 4+ | - | 1 |
WILDERCORPS HUNTERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Hunting Crossbow | 15" | 2 | 4+ | 4+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Hunting Weapons | 2 | 4+ | 4+ | - | 1 | |
| Trailhound's Ferocious Bite | 2 | 4+ | 3+ | - | 1 |
Sentinels of Embergard
Army Composition
5 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4JORVAN KREEL
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Ranger Blades | 6 | 3+ | 4+ | 1 | 2 |
MALLUS FORGEPRIEST
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Sigmarite Warhammer | 4 | 4+ | 3+ | 1 | D3 |
FREEGUILD GALLANTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Weapons of Gallantry | 2 | 3+ | 4+ | 1 | 1 |
FREEGUILD GRENADIERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Ruin-sweeper Arsenal | 10" | 1 | 4+ | 2+ | 2 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Grenadier Bardiche | 2 | 4+ | 4+ | 1 | 2 |
Zenestra's Zealots
Army Composition
6 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
5FREEGUILD MARSHAL
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Duelling Pistols | 10" | 4 | 3+ | 4+ | 1 | 1 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Master-forged Weapon | 5 | 3+ | 4+ | 1 | 2 |
PONTIFEX ZENESTRA
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Sceptre of the Wheel | 3 | 4+ | 4+ | 1 | D3 |
WHISPERBLADE
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Enchanted Rapier | 4 | 3+ | 4+ | 2 | 2 |
ARCH-KNIGHT AND RETINUE
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Command Weapons | 3 | 3+ | 4+ | 1 | 1 |
FREEGUILD STEELHELMS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Freeguild Weapons | 2 | 4+ | 4+ | - | 1 |
Heartflayer Troupe
Army Composition
5 entriesBattle Traits
5Enhancements
4Regiment Abilities
2Warscrolls
4MELUSAI IRONSCALE
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Keldrisaíth | 12" | 2 | 3+ | 3+ | 1 | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Keldrisaíth | 6 | 3+ | 4+ | 1 | 2 |
BLOOD STALKERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Heartseeker Bow | 18" | 3 | 3+ | 4+ | 1 | 1 | Crit (Auto-wound) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Scianlar | 2 | 3+ | 4+ | - | 1 |
DOOMFIRE WARLOCKS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Doomfi re Crossbow | 10" | 2 | 3+ | 4+ | - | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Cursed Scimitar | 2 | 3+ | 4+ | 1 | 1 | |
| Dark Steed's Vicious Bite | 2 | 5+ | 3+ | - | 1 | Companion |
WITCH AELVES
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Paired Sciansá | 3 | 3+ | 4+ | - | 1 | Crit (Auto-wound) |
Khainite Shadow Coven
Army Composition
6 entriesBattle Traits
1Regiment Abilities
6Warscrolls
5SLAUGHTER QUEEN
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Shrine Guardians' Blades | 9 | 3+ | 4+ | 1 | 2 |
HAG QUEEN
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Blade of Khaine | 5 | 3+ | 4+ | 1 | 2 |
BLOODWRACK MEDUSA
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Bloodwrack Spear | 5 | 3+ | 4+ | 1 | 2 |
SISTERS OF SLAUGHTER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Kruiplash | 3 | 3+ | 4+ | - | 1 |
KHAINITE SHADOWSTALKERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Cursed Bolts and Missiles | 10" | 2 | 3+ | 4+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Blades of Murder | 2 | 3+ | 4+ | 1 | 1 |
Saga Axeband
Army Composition
6 entriesBattle Traits
6Enhancements
4Regiment Abilities
2Warscrolls
3BATTLESMITH
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Ancestral Battle-axe | 5 | 3+ | 3+ | 1 | 2 |
HEARTHGUARD BERZERKERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Flamestrike Poleaxe | 2 | 3+ | 3+ | 1 | 2 | Crit (Mortal) |
VULKITE BERZERKERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Fyresteel Handaxes | 2 | 4+ | 3+ | 1 | 1 | Anti-charge (+1 Rend) |
Akhelian Tide Guard
Army Composition
4 entriesBattle Traits
1Regiment Abilities
6Warscrolls
4AKHELIAN KING
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Akhelian Royal Weapons | 5 | 3+ | 4+ | 1 | 2 | |
| Lashing Tails | 4 | 4+ | 3+ | 1 | 2 | Companion |
AKHELIAN MORRSARR GUARD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Voltspear | 2 | 3+ | 4+ | 1 | 1 | Charge (+1 Damage) |
| Fangmora's Fangs and Lashing Tail | 3 | 4+ | 3+ | 1 | D3 | Companion |
AKHELIAN ISHLAEN GUARD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Helsabre | 3 | 3+ | 4+ | 1 | 1 | |
| Fangmora's Fangs and Lashing Tail | 3 | 4+ | 3+ | 1 | D3 | Companion |
NAMARTI REAVERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Whisperbow | 12" | 2 | 3+ | 4+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Keening Blade | 1 | 3+ | 4+ | - | 1 |
Soulraid Hunt
Army Composition
5 entriesBattle Traits
5Enhancements
4Regiment Abilities
2Warscrolls
4ISHARANN SOULSCRYER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Scryfi sh Shoal | 10" | 8 | 5+ | 5+ | - | 1 | Companion |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Abyssal Touch | 3 | 3+ | 4+ | - | D3 |
AKHELIAN MORRSARR GUARD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Voltspear | 2 | 3+ | 4+ | 1 | 1 | Charge (+1 Damage) |
| Fangmora's Fangs and Lashing Tail | 3 | 4+ | 3+ | 1 | D3 | Companion |
AKHELIAN ALLOPEX
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Razorshell Harpoon Launcher | 18" | 2 | 3+ | 2+ | 1 | 3 | Anti-Monster (+1 Rend) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Barbed Hooks and Blades | 4 | 3+ | 4+ | 1 | 1 | |
| Allopex's Ferocious Bite | 3 | 4+ | 2+ | 2 | 2 | Companion |
NAMARTI THRALLS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Lanmari | 2 | 3+ | 4+ | 1 | 1 | Infantry (+1 Rend) |
Grundstok Trailblazers
Army Composition
4 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4ENDRINMASTER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Aethercannon | 18" | 1 | 3+ | 3+ | 2 | 3 | |
| Dirigible Suit Weapon Battery | 12" | 6 | 3+ | 3+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Upgraded Aethermatic Saw | 4 | 3+ | 3+ | 2 | 2 |
GRUNDSTOK THUNDERERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Aethershot Rifle | 18" | 2 | 3+ | 4+ | 1 | 1 | |
| Aetheric Fumigator or Decksweeper | 10" | 5 | 3+ | 4+ | - | 1 | Shoot in Combat |
| Grundstok Mortar or Aethercannon | 18" | 2 | 4+ | 3+ | 1 | 2 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Gun Butt | 1 | 4+ | 5+ | - | 1 |
GRUNDSTOK GUNHAULER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Sky Ordnance | 15" | 3 | 4+ | 3+ | 2 | 3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Boarding Weapons | 4 | 4+ | 4+ | - | 1 |
ENDRINRIGGERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Rapid Fire Rivet Gun | 10" | 3 | 3+ | 4+ | 1 | 1 | Shoot in Combat |
| Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 | Crit (2 Hits) |
| Skyrigger Heavy Weapon | 15" | 1 | 4+ | 3+ | 1 | D3 | Anti-Monster (+1 Rend) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Aethermatic Saw | 3 | 4+ | 3+ | 1 | 2 | Anti-charge (+1 Rend) |
| Gun Butt | 1 | 4+ | 5+ | - | 1 |
Skyhammer Task Force
Army Composition
5 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4ARKANAUT ADMIRAL
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Masterwork Volley Pistol | 10" | 3 | 3+ | 3+ | 1 | 2 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Skalfammer | 3 | 3+ | 2+ | 1 | 3 |
SKYWARDENS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Vulcaniser Pistol | 10" | 3 | 3+ | 3+ | 1 | 1 | Shoot in Combat |
| Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Skypike | 2 | 3+ | 3+ | 1 | 2 | Crit (Mortal) |
| Gun Butt | 1 | 4+ | 5+ | - | 1 |
ARKANAUT COMPANY
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Privateer Pistol | 10" | 2 | 4+ | 4+ | - | 1 | Shoot in Combat |
| Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 | |
| Light Skyhook | 15" | 1 | 4+ | 3+ | 2 | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Arkanaut Cutter | 2 | 4+ | 4+ | - | 1 | |
| Gun Butt | 1 | 4+ | 5+ | - | 1 | |
| Skypike | 2 | 3+ | 3+ | 1 | 2 | Crit (Mortal) |
ARKANAUT FRIGATE
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Heavy Skyhook | 24" | 2 | 4+ | 3+ | 2 | D6 | |
| Aethershot Carbines | 12" | 4 | 3+ | 3+ | 1 | 2 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Crew's Boarding Weapons | 8 | 4+ | 4+ | - | 1 |
Glittering Phalanx
Army Composition
5 entriesBattle Traits
4Enhancements
4Regiment Abilities
2Warscrolls
4SCINARI CATHALLAR
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Despairing Touch | 3 | 3+ | 4+ | - | D3 |
VANARI BLADELORDS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Sunmetal Greatblade: Flurry of Blows | 3 | 3+ | 4+ | 1 | 1 | Anti-- Infantry (+1 Rend) |
VANARI AURALAN SENTINELS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Auralan Bow | 18" | 2 | 3+ | 4+ | 1 | 1 | Crit (Auto-wound) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Vanari Dagger | 1 | 3+ | 4+ | - | 1 |
VANARI AURALAN WARDENS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warden's Pike | 2 | 3+ | 4+ | - | 1 | Anti-charge (+1 Rend) |
Hurakan Vanguard
Army Composition
4 entriesBattle Traits
3Regiment Abilities
6Warscrolls
4HURAKAN WINDMAGE
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Windblast Vortex | 12" | 1 | 2+ | 3+ | 2 | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Aspiragillum | 3 | 3+ | 4+ | 1 | D3 |
HURAKAN SPIRIT OF THE WIND
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Bow of the Wind's Vengeance | 15" | 4 | 2+ | 3+ | 2 | 2 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Swirling Shards | 6 | 2+ | 4+ | - | 1 |
HURAKAN WINDCHARGERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Windcharger Bow | 12" | 3 | 3+ | 4+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Windcharger Blade | 1 | 4+ | 4+ | - | 1 | |
| Treerunner's Claws | 2 | 5+ | 3+ | - | 1 | Companion |
VANARI AURALAN WARDENS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warden Pike and Blade | 2 | 3+ | 4+ | - | 1 | Crit (Mortal) |
Starscale Warhost
Army Composition
4 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
3SAURUS OLDBLOOD
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Sunbolt Gauntlet | 12" | D6 | 3+ | 3+ | 1 | 1 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Relic Celestite Weapon | 5 | 3+ | 3+ | 1 | 2 | |
| Carnosaur's Massive Jaws | 3 | 4+ | 2+ | 2 | 3 | Companion |
SAURUS WARRIORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Celestite Club | 2 | 3+ | 3+ | 1 | 1 |
KROXIGOR
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Drakebite Maul | 4 | 4+ | 2+ | 1 | 2 |
Sunblooded Prowlers
Army Composition
7 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
5SUNBLOOD PACK
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Celestite Weapons | 3 | 3+ | 3+ | 1 | 2 |
SPAWN OF CHOTEC
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Glob of Flame Acid | 16" | 1 | 4+ | 2+ | 2 | D3+3 | Companion |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Fiery Maw | 3 | 3+ | 3+ | 2 | 3 | Companion |
SAURUS WARRIORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Celestite Club | 2 | 3+ | 3+ | 1 | 1 |
HUNTERS OF HUANCHI
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Dartpipe | 10" | 2 | 3+ | 3+ | - | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Feeble Claws | 1 | 4+ | 5+ | - | 1 |
TERRAWINGS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Snapping Beaks | 3 | 4+ | 4+ | - | 1 | Companion |
Yndrasta's Spearhead
Army Composition
6 entriesBattle Traits
5Enhancements
8Regiment Abilities
4Warscrolls
9YNDRASTA
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| T engavar | 12" | 1 | 3+ | 2+ | 2 | 4 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Blade of the High Heavens | 5 | 3+ | 3+ | 2 | 3 |
VANQUISHERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Celestial Greatsword | 2 | 3+ | 3+ | 1 | 1 |
KNIGHT-VEXILLOR
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Sigmarite Warblade | 4 | 3+ | 3+ | 1 | 2 |
ANNIHILATORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Meteoric Hammer | 3 | 3+ | 3+ | 1 | 2 |
STORMSTRIKE CHARIOT
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Great Stormbow | 18" | 2 | 3+ | 3+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Stormstrike Axe | 3 | 3+ | 3+ | 1 | 1 | |
| Gryph-chargers' Beaks and Claw | 6 | 4+ | 3+ | 1 | 1 | Companion |
LORD-VIGILANT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Hallowed Greataxe | 5 | 3+ | 3+ | 2 | 2 | |
| Gryph-stalker's Beak and Talons | 3 | 4+ | 3+ | 1 | 2 | Companion |
LORD-VERITANT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Staff of Abjuration | 1 | 3+ | 3+ | 1 | 3 | |
| Judgement Blade | 3 | 3+ | 3+ | 1 | D3 | Anti-Priest (+1 Rend), Anti-Wizard (+1 Rend) |
PROSECUTORS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Stormcall Javelin | 10" | 1 | 3+ | 3+ | 1 | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Stormcall Javelin | 3 | 3+ | 3+ | 1 | 1 |
LIBERATORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warhammer | 2 | 3+ | 3+ | 1 | 1 | Crit (Mortal) |
| Grandhammer | 2 | 3+ | 3+ | 1 | 2 | Crit (Mortal) |
Bitterbark Copse
Army Composition
4 entriesBattle Traits
2Enhancements
4Regiment Abilities
2Warscrolls
4BRANCHWYCH
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Greenwood Scythe and Bittergrub | 3 | 3+ | 4+ | 1 | D3 |
TREELORD
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Strangleroots | 10" | 3 | 3+ | 2+ | 1 | 2 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Sweeping Blows | 5 | 4+ | 2+ | 1 | 2 | |
| Massive Impaling Talons | 2 | 4+ | 2+ | 2 | 3 |
KURNOTH HUNTERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Kurnoth Greatbow | 18" | 2 | 3+ | 3+ | 1 | 2 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Vicious Claws | 3 | 3+ | 3+ | - | 1 |
TREE-REVENANTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Enchanted Blade | 2 | 3+ | 4+ | 1 | 1 |
Spitewing Flight
Army Composition
4 entriesBattle Traits
3Regiment Abilities
6Warscrolls
4ARCH-REVENANT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Arch-Revenant's Glaive | 5 | 3+ | 4+ | 1 | 2 |
GOSSAMID ARCHERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Gossamid Bow | 12" | 2 | 3+ | 4+ | 1 | 1 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Cruel Talons | 1 | 3+ | 4+ | - | 1 |
SPITERIDER LANCERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Spiterider Lance | 3 | 3+ | 4+ | 1 | 1 | Charge (+1 Damage) |
| Dragonspite's Mandibles | 3 | 4+ | 3+ | 1 | 2 | Companion |
REVENANT SEEKERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Seeker's Sickle | 3 | 3+ | 4+ | 1 | 1 | Crit (Mortal) |
| Dragonspite's Mandibles | 3 | 4+ | 3+ | 1 | 2 | Companion |
Bloodbound Gore Pilgrims
Army Composition
5 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
4SLAUGHTERPRIEST
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Hackblade and Wrath-hammer | 4 | 3+ | 3+ | 1 | 2 |
MIGHTY SKULLCRUSHERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Bloodglaive | 3 | 3+ | 3+ | 1 | 1 | Charge (+1 Damage) |
| Juggernaut's Brazen Hooves | 2 | 4+ | 3+ | 1 | D3 | Companion |
BLOOD WARRIORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Goreaxe and Gorefist | 3 | 4+ | 3+ | 1 | 1 |
BLOODREAVERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Reaver Blades | 2 | 4+ | 3+ | - | 1 |
Fangs of the Blood God
Army Composition
4 entriesBattle Traits
2Regiment Abilities
6Warscrolls
3KARANAK
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Savage Maws and Goreslick Claws | 6 | 4+ | 3+ | 1 | 2 | Anti-Hero (+1 Rend) |
FLESH HOUNDS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Blood-dark Claws | 4 | 4+ | 3+ | - | 1 |
CLAWS OF KARANAK
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Weapons of the Hunt | 3 | 4+ | 3+ | - | 1 | Crit (2 Hits) |
Fluxblade Coven
Army Composition
6 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
5MAGISTER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Tzeentchian Runestaff | 18" | 1 | 3+ | 4+ | - | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warpsteel Sword | 3 | 3+ | 4+ | - | D3 | |
| Disc's Teeth and Horns | 2 | 4+ | 3+ | 1 | D3 | Companion |
KAIRIC ACOLYTES
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Sorcerous Bolts | 18" | 1 | 4+ | 3+ | - | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Cursed Blade | 2 | 4+ | 4+ | - | 1 |
SCREAMERS OF TZEENTCH
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Lamprey Bite | 3 | 4+ | 3+ | 1 | 1 |
TZAANGORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Savage Blade and Vicious Beak | 2 | 4+ | 3+ | - | 1 |
FLAMERS OF TZEENTCH
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Wyrdflame | 12" | 3 | 3+ | 4+ | - | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Flaming Maws | 3 | 3+ | 4+ | - | 1 |
Tzaangor Warflock
Army Composition
4 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
4TZAANGOR SHAMAN
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Staff of Change and Ritual Dagger | 3 | 4+ | 3+ | 1 | D3 | |
| Disc's Teeth and Horns | 2 | 4+ | 3+ | 1 | D3 | Companion |
TZAANGOR ENLIGHTENED
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Tzeentchian Spear and | 3 | 4+ | 3+ | 1 | 2 | |
| Vicious Beak Disc's Teeth and Horns | 2 | 4+ | 3+ | 1 | D3 | Companion |
TZAANGOR SKYFIRES
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Arrow of Fate | 18" | 2 | 4+ | 3+ | 1 | 2 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Bow Stave and Vicious Beak | 1 | 4+ | 3+ | - | 1 | |
| Disc's Teeth and Horns | 2 | 4+ | 3+ | 1 | D3 | Companion |
TZAANGORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Savage Blades and Vicious Beak | 3 | 4+ | 3+ | 1 | 1 |
Blades of the Lurid Dream
Army Composition
5 entriesBattle Traits
4Enhancements
4Regiment Abilities
2Warscrolls
4SHARDSPEAKER OF SLAANESH
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Haze Staff | 3 | 3+ | 4+ | 1 | D3 |
SLICKBLADE SEEKERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Slickblade Glaive | 3 | 3+ | 4+ | 1 | 1 | Charge (+1 Damage) |
| Exalted Steed's Poisoned Tongue | 3 | 3+ | 4+ | - | 1 | Companion |
SLAANGOR FIENDBLOODS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Razor-sharp Claws | 4 | 4+ | 3+ | 1 | 2 | |
| Razor-sharp Claw and Gilded Weapon | 5 | 4+ | 3+ | 1 | 2 |
BLISSBARB ARCHERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Blissbarb Bow | 18" | 2 | 3+ | 4+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Sybarite Blade | 1 | 3+ | 4+ | - | 1 |
Epicurean Revellers
Army Composition
5 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4THRICEFOLD DISCORD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Thricefold Arsenal | 3 | 3+ | 3+ | 1 | 2 |
FIENDS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Deadly Pincers and Barbed Stinger | 4 | 4+ | 3+ | 1 | D3 |
DAEMONETTES
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Piercing Claws | 2 | 3+ | 4+ | 1 | 1 |
SEEKERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Agonising Claws | 3 | 3+ | 4+ | 1 | 1 | Cavalry (+1 Rend) |
| Steed's Poisoned Tongue | 2 | 3+ | 4+ | - | 1 | Companion |
Helforge Host
Army Composition
5 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4WAR DESPOT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Daemonflame Glaive | 5 | 3+ | 3+ | 1 | 2 | Crit (Mortal) |
DOMINATOR ENGINE
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Immolation Cannons | 8" | 5 | 2+ | 4+ | 1 | D3 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Horns and Pummelling Strikes | 3 | 4+ | 3+ | 1 | D3 |
TORMENTOR BOMBARD
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Torrent of Ruinous Energy | 30" | 4 | 3+ | 3+ | 1 | D3 | Anti-Cavalry (+1 Rend), Anti-Infantry (+1 Rend) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Artillerist Weapons | 3 | 4+ | 4+ | - | 1 |
INFERNAL COHORT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Hashutite Spear | 2 | 3+ | 4+ | - | 1 | Anti-charge (+1 Rend) |
Bleak Host
Army Composition
6 entriesBattle Traits
4Enhancements
4Regiment Abilities
2Warscrolls
4SPOILPOX SCRIVENER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Disgusting Sneezes | 7" | D6 | 2+ | 4+ | - | 1 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Distended Maw | 3 | 4+ | 3+ | 1 | 2 |
PUSGOYLE BLIGHTLORD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Blighted Scythe | 3 | 3+ | 3+ | 2 | 1 | |
| Rot Fly's Mouthparts and Sting | 6 | 4+ | 2+ | - | 1 | Companion |
PUTRID BLIGHTKINGS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Blighted Weapon | 4 | 3+ | 3+ | 1 | 1 |
PLAGUEBEARERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Plaguesword | 1 | 4+ | 3+ | - | 1 | Crit (Mortal) |
Bubonic Cell
Army Composition
5 entriesBattle Traits
9Enhancements
4Regiment Abilities
2Warscrolls
4ROTBRINGER SORCERER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Rotwood Staff | 3 | 4+ | 3+ | 1 | D3 |
NURGLINGS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Tiny Razor-Sharp Teeth | 5 | 5+ | 5+ | - | 1 | Crit (Auto-wound) |
BEAST OF NURGLE
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Filthy Claws and Slobbering Maw | 5 | 4+ | 3+ | 1 | D3 | Companion |
ROTMIRE CREED
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Contagion Blowpipes | 12" | 2 | 4+ | 3+ | - | 1 | Crit (Auto-wound) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Bilewood Weapons | 2 | 4+ | 4+ | - | 1 |
Crixxit's Kill-Pack
Army Composition
5 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4DEATHMASTER CRIXXIT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| The Blades of Thirteen Cuts | 13 | 2+ | 4+ | 1 | 1 | Crit (Mortal) |
DEATHMASTER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Weeping Blade | 5 | 3+ | 4+ | 1 | D3 | Anti-Hero (+1 Rend) Crit (Mortal) |
GUTTER RUNNERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Eshin Specialist Blades | 3 | 3+ | 4+ | 1 | 1 | Crit (Mortal) |
NIGHT RUNNERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Slings and Poisoned Stars | 10" | 2 | 4+ | 4+ | - | 1 | Crit (Auto-wound) Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Poisoned Blades | 2 | 4+ | 5+ | - | 1 | Crit (Mortal) |
Gnawfeast Clawpack
Army Composition
6 entriesBattle Traits
2Enhancements
4Regiment Abilities
2Warscrolls
5CLAWLORD
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Ratling Pistol | 10" | D6 | 3+ | 3+ | 1 | 1 | Crit (Auto-wound) Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warpforged Halberd | 5 | 3+ | 4+ | 1 | 2 | |
| Gnaw-beast's Chisel Fangs | 4 | 4+ | 3+ | 1 | D3 | Companion |
GREY SEER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warpstone Staff | 3 | 4+ | 4+ | 1 | D3 |
WARLOCK ENGINEER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Warplock Musket | 24" | 2 | 3+ | 3+ | 2 | D3 | Crit (Auto-wound) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warpforged Dagger | 3 | 4+ | 4+ | - | 2 |
CLANRATS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Rusty Blade | 2 | 4+ | 5+ | - | 1 |
RAT OGORS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Warpfire Gun | 10" | 2D6 | 2+ | 4+ | 2 | 1 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Claws, Blades and Fangs | 5 | 4+ | 3+ | 1 | 2 |
Warpspark Clawpack
Army Composition
5 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4GREY SEER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Warpstone Staff | 3 | 4+ | 4+ | 1 | D3 |
STORMFIENDS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Ratling Cannons | 15" | 3D6 | 4+ | 3+ | 1 | 1 | |
| Windlaunchers | 15" | 3 | 4+ | 3+ | 2 | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Shock Gauntlets | 4 | 4+ | 2+ | 1 | 2 | |
| Clubbing Blows | 4 | 4+ | 2+ | - | 2 |
WARP LIGHTNING CANNON
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Warp Lightning Blast | 20" | 2D6 | 4+ | - | See below | - |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Crew's Teeth and Knives | D6 | 4+ | 5+ | - | 1 |
CLANRATS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Rusty Blade | 2 | 4+ | 5+ | - | 1 |
Bloodwind Legion
Army Composition
5 entriesBattle Traits
6Enhancements
4Regiment Abilities
2Warscrolls
4CHAOS LORD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Reaperblade | 5 | 3+ | 3+ | 1 | 2 | Crit (Mortal) |
CHAOS CHARIOT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Chaos War-flail | 6 | 3+ | 3+ | - | 1 | |
| Driver's Lashing Whip | 2 | 4+ | 4+ | - | 1 | |
| Warhorses' Trampling Hooves | 4 | 5+ | 3+ | - | 1 | Companion |
CHAOS WARRIORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Rune-etched Halberd | 2 | 3+ | 3+ | 1 | 1 |
CHAOS KNIGHTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Cursed Lance | 3 | 3+ | 3+ | 1 | 1 | Charge (+1 Damage) |
| Chaos Steed's Trampling Hooves | 2 | 5+ | 3+ | - | 1 | Companion |
Darkoath Raiders
Army Composition
4 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
4DARKOATH WARQUEEN
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Rune-etched Axe | 5 | 4+ | 3+ | 1 | 2 | Crit (Mortal) |
DARKOATH SAVAGERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Darkoath Weapons | 2 | 4+ | 3+ | - | 1 | Crit (Mortal) |
DARKOATH FELLRIDERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Fellrider Blades | 2 | 4+ | 3+ | - | 1 | Charge (+1 Damage) |
| Warsteed's Hooves | 2 | 5+ | 3+ | - | 1 | Companion |
DARKOATH MARAUDERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Raider Weapons | 2 | 4+ | 3+ | - | 1 |
Carrion Retainers
Army Composition
4 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
4ABHORRANT ARCHREGENT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Gory Talons and Fangs | 5 | 3+ | 3+ | 1 | 2 |
CRYPTGUARD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Cursed Weapon | 3 | 4+ | 4+ | 1 | 1 |
MORBHEG KNIGHTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Grisly Lance | 2 | 3+ | 4+ | 1 | 1 | Charge (+1 Damage) |
| Nightshrieker's Claws and Teeth | 3 | 4+ | 3+ | 1 | 2 | Companion |
VARGHULF COURTIER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Immense Claws | 7 | 4+ | 3+ | 1 | 2 | |
| Dagger-like Fangs | 1 | 3+ | 2+ | 2 | 3 |
Charnel Watch
Army Composition
4 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
4ABHORRANT GOREWARDEN
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Gory Talons and Fangs | 5 | 3+ | 3+ | 1 | 2 |
ROYAL BEASTFLAYERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Beastflayer Weapons | 3 | 4+ | 4+ | - | 1 |
CRYPT HORRORS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Club and Septic Talons | 4 | 4+ | 3+ | 1 | 2 |
CRYPT FLAYERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Death Scream | 10" | 4 | 4+ | 3+ | 2 | 1 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Piercing Talons | 4 | 4+ | 3+ | 1 | 1 |
Cursed Shacklehorde
Army Composition
7 entriesBattle Traits
3Regiment Abilities
6Warscrolls
5SPIRIT TORMENT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Shacklegheist Chains | 5 | 4+ | 3+ | 1 | 2 | Crit (Auto-wound) |
CHAINGHASTS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Ghastflails | 12" | 2 | 4+ | 3+ | 2 | 1 | Crit (Auto-wound) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Ghastflails | 2 | 4+ | 3+ | 2 | 1 | Crit (Auto-wound) |
BLADEGHEIST REVENANTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Tomb Greatblade | 2 | 3+ | 3+ | 1 | 1 | Crit (Auto-wound) |
DREADSCYTHE HARRIDANS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Scythed Limbs | 3 | 4+ | 4+ | 1 | 1 | Crit (Auto-wound) |
DREADBLADE HARROWS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Dreadblade | 4 | 4+ | 3+ | 1 | 2 | Crit (Auto-wound) |
| Ethereal Steed's Ghostly Hooves and Teeth | 3 | 5+ | 3+ | - | 1 | Companion |
Slasher Host
Army Composition
6 entriesBattle Traits
2Enhancements
4Regiment Abilities
2Warscrolls
4KNIGHT OF SHROUDS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Sword of Stolen Hours | 5 | 4+ | 3+ | 1 | 2 | Crit (Auto-wound) |
SPIRIT HOSTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Spectral Claws and Daggers | 6 | 4+ | 4+ | - | 1 | Crit (Auto-wound) |
GRIMGHAST REAPERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Slasher Scythe | 2 | 4+ | 3+ | 1 | 1 | Crit (Auto-wound) |
CHAINRASPS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Malignant Weapon | 2 | 4+ | 5+ | - | 1 | Crit (Auto-wound) |
Kavalos Vanguard
Army Composition
4 entriesBattle Traits
2Enhancements
4Regiment Abilities
2Warscrolls
3LIEGE-KAVALOS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Commander's Blade | 5 | 3+ | 4+ | 1 | 2 | Charge (+1 Damage) |
| Teeth and Barbed Tails | 4 | 5+ | 3+ | - | 1 | Companion |
TERATIC COHORT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Cohort Weapons | 2 | 3+ | 4+ | 1 | 1 |
KAVALOS DEATHRIDERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Kavalos Blade | 3 | 3+ | 4+ | 1 | 1 | |
| Kavalos Steed's Hooves and Teeth | 2 | 5+ | 3+ | - | 1 | Companion |
Mortisan Elite
Army Composition
4 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
4MORTISAN OSSIFECTOR
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Ossified Talons | 3 | 4+ | 4+ | - | 2 |
IMMORTIS GUARD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Dread Halberd | 3 | 3+ | 3+ | 1 | 2 |
NECROPOLIS STALKERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Stalker Blades | 4 | 3+ | 3+ | 2 | 1 |
MORGHAST ARCHAI
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Spirit Weapons | 3 | 3+ | 2+ | 2 | 3 |
Tithe-Reaper Echelon
Army Composition
5 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
4MORTISAN SOULREAPER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Soulreaper Scythe | 3 | 4+ | 3+ | 2 | 2 |
MORTEK GUARD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Nadirite Spear | 2 | 3+ | 4+ | - | 1 | Anti-charge (+1 Rend) |
KAVALOS DEATHRIDERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Nadirite Spear | 3 | 3+ | 4+ | 1 | 1 | Charge (+1 Damage) |
| Kavalos Steed's Hooves and Teeth | 2 | 5+ | 3+ | - | 1 | Companion |
GOTHIZZAR HARVESTER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Death's Head Maw | 12" | 4 | 4+ | 4+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Soulcrusher Bludgeons | 6 | 4+ | 2+ | 2 | 2 | |
| Ossified Hooves and Tail | 4 | 4+ | 3+ | 1 | 2 |
Bloodcrave Hunt
Army Composition
5 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
4VAMPIRE LORD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Dynastic War-relic | 5 | 3+ | 3+ | 1 | 2 |
BLOOD KNIGHTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Templar Lance or Templar Blade | 3 | 3+ | 3+ | 1 | 1 | Charge (+1 Damage) |
| Nightmare's Hooves and Teeth | 3 | 5+ | 3+ | - | 1 | Companion |
VARGHEISTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Murderous Fangs and Talons | 3 | 4+ | 3+ | 1 | 2 | Crit (2 Hits) |
DEATHRATTLE SKELETONS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Ancient Weapon | 2 | 4+ | 4+ | - | 1 |
Deathrattle Tomb Host
Army Composition
5 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
4WIGHT KING
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Baleful Tomb Blade | 5 | 4+ | 3+ | 1 | 2 | Crit (Mortal) |
BARROW GUARD
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Wight Blade | 2 | 4+ | 3+ | 1 | 1 | Crit (Mortal) |
BARROW KNIGHTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Barrow Lance | 2 | 4+ | 3+ | 1 | 1 | Crit (Mortal) |
| Skeletal Steed's Hooves and Teeth | 2 | 5+ | 3+ | - | 1 | Companion |
DEATHRATTLE SKELETONS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Ancient Weapon | 2 | 4+ | 4+ | - | 1 |
Bad Moon Madmob
Army Composition
6 entriesBattle Traits
2Enhancements
4Regiment Abilities
2Warscrolls
4LOONBOSS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Moon-slicer | 5 | 4+ | 4+ | 1 | D3 |
SQUIG HOPPERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Slitta | 2 | 4+ | 5+ | - | 1 | |
| Squig's Fang-filled Gob | 3 | 4+ | 3+ | 1 | 1 | Companion |
ROCKGUT TROGGOTHS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Throwin' Boulders | 10" | 1 | 5+ | 2+ | 2 | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Massive Stone Maul | 2 | 4+ | 2+ | 2 | 3 |
MOONCLAN STABBAS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Stabba | 2 | 4+ | 5+ | - | 1 |
Snarlpack Huntaz
Army Composition
6 entriesBattle Traits
1Regiment Abilities
6Warscrolls
4SNARLBOSS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Boss Loppa | 5 | 4+ | 4+ | 1 | 2 | |
| Snarlfang's Slavering Jaws | 2 | 4+ | 3+ | - | 2 | Companion |
WOLFGIT RETINUE
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Grot Bow | 15" | 2 | 4+ | 5+ | - | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Stabbin' Stikka | 2 | 4+ | 5+ | - | 1 | |
| Snarlfang's Slavering Jaws | 2 | 4+ | 3+ | - | 2 | Companion |
SNARLPACK CAVALRY
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Pointy Skewas | 4 | 4+ | 5+ | - | 1 | Charge (+1 Damage) |
| Giant Snarlfang's Jaws | 3 | 4+ | 3+ | - | 2 | Companion |
SUNSTEALA WHEELAS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Grot Bow | 15" | 2 | 4+ | 5+ | - | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Wheela Slicers and Stabbin' Stikka | 4 | 4+ | 4+ | - | 1 | |
| Snarlfangs' Slavering Jaws | 4 | 4+ | 3+ | - | 2 | Companion |
Mawseeker Mob
Army Composition
4 entriesBattle Traits
4Regiment Abilities
6Warscrolls
4BUTCHER
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Butcher's Tools | 4 | 4+ | 2+ | 2 | 3 |
CLEAVERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Cleaver's Tools | 4 | 4+ | 2+ | 2 | 3 |
GORGER MAWPACK
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Clubs, Claws and Jaws | 5 | 4+ | 2+ | 1 | 2 |
GUTSEERS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Gutseers' Tools | 3 | 4+ | 2+ | 2 | 3 |
Scrapglutt
Army Composition
6 entriesBattle Traits
2Enhancements
4Regiment Abilities
2Warscrolls
4MANTRAPPERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Mantrapper Crossbow | 12" | 2 | 4+ | 2+ | 1 | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Frost Sabre's Fangs | 3 | 4+ | 3+ | 1 | 1 | Companion |
| Culling Knife | 4 | 4+ | 2+ | 1 | 2 |
GNOBLAR SCRAPLAUNCHER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Piles of Old Scrap | 24" | 3D6 | 4+ | 4+ | - | 1 | Crit (Auto-wound) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Scrappers' Stabbers | 7 | 5+ | 5+ | - | 1 | |
| Rhinox's Sharp Horns | 2 | 4+ | 2+ | 1 | D3 | Companion |
GNOBLARS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Sharp Stuff | 8" | 1 | 4+ | 5+ | - | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Motley Assortment of Weapons | 1 | 5+ | 5+ | - | 1 |
IRONGUTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Irongut Weapon | 3 | 4+ | 2+ | 2 | 3 |
Tyrant's Bellow
Army Composition
6 entriesBattle Traits
2Enhancements
4Regiment Abilities
2Warscrolls
5TYRANT
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Ogor Pistols | 10" | 2 | 4+ | 3+ | 1 | D3 | Shoot in Combat |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Thundermace | 3 | 4+ | 2+ | 2 | 3 | |
| Beastskewer Glaive | 2 | 4+ | 2+ | 1 | 2 | Monster (+1 Rend) |
IRONBLASTER
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Ironblaster Cannon | 18" | 2 | 4+ | 2+ | 2 | D3+3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Clubber | 2 | 4+ | 2+ | - | 2 | |
| Rhinox's Sharp Horns | 2 | 4+ | 2+ | 1 | D3 | Companion |
LEADBELCHERS
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Leadbelcher Gun | 15" | D3 | 4+ | 3+ | 1 | 1 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Bludgeoning Blow | 2 | 4+ | 2+ | - | 2 |
OGOR GLUTTONS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Ogor Weapons | 4 | 4+ | 2+ | 1 | 2 |
MOURNFANG PACK
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Culling Clubs and Hackers | 3 | 4+ | 2+ | 1 | 2 | |
| Mournfang's Tusks | 4 | 4+ | 2+ | 1 | 2 | Companion |
Warglutt Marauders
Army Composition
6 entriesBattle Traits
3Regiment Abilities
6Warscrolls
4TYRANT
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Tyrant's Meatcleavers | 4 | 4+ | 2+ | 2 | 3 |
GLUTTONS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Glutton Weapons | 4 | 4+ | 2+ | 1 | 2 |
IRONGUTS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Irongut Weapon | 3 | 4+ | 2+ | 2 | 3 |
MAULBEAST CAVALRY
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Gutbiter Weapons | 3 | 4+ | 2+ | 2 | 3 | |
| Maulbeast's Horns and Fangs | 4 | 4+ | 2+ | 1 | 2 | Companion |
Ironjawz Bigmob
Army Composition
5 entriesBattle Traits
2Regiment Abilities
6Warscrolls
4MEGABOSS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Boss-choppa | 8 | 4+ | 2+ | 1 | 2 |
ARDBOYZ
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Choppa or Stikka | 2 | 4+ | 3+ | 1 | 1 | Anti-charge (+1 Rend) |
BRUTE RAGERZ
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Rager Weapons | 3 | 4+ | 2+ | 1 | 2 |
BRUTES
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Brute Weapons | 3 | 4+ | 3+ | 1 | 2 |
Swampskulka Gang
Army Composition
6 entriesBattle Traits
1Enhancements
4Regiment Abilities
2Warscrolls
5KILLABOSS
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Jagged Boss-stikk ka | 4 | 3+ | 3+ | 1 | 2 | Crit (Mortal) |
| Gnashtoof's Bone-crushin ng Fangs | 5 | 4+ | 3+ | 1 | 2 | Companion |
BEAST-SKEWER KILLBOW
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Beast-skewer Bolts | 24" | 2 | 4+ | 2+ | 2 | D6 | Crit (Auto-wound) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Jaggedy Blades | 2 | 4+ | 3+ | - | 1 | Crit (Mortal) |
MURKNOB
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Murknob Cleaver | 4 | 4+ | 3+ | 1 | 2 | Crit (Mortal) |
GUTRIPPAZ
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Wicked Hacka | 2 | 4+ | 3+ | - | 1 | Crit (Mortal) |
MAN-SKEWER BOLTBOYZ
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Man-skewer Crossbow | 18" | 2 | 4+ | 3+ | 1 | 2 | Crit (Auto-wound) |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Jaggedy Blade | 1 | 4+ | 3+ | - | 1 | Crit (Mortal) |
Wallsmasher Stomp
Army Composition
3 entriesBattle Traits
3Enhancements
4Regiment Abilities
2Warscrolls
1MANCRUSHER GARGANT
| Name | Range | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|---|
| Throwin' Rocks | 12" | 1 | 5+ | 2+ | 2 | D3 |
| Name | Attacks | Hit | Wound | Rend | Damage | Ability |
|---|---|---|---|---|---|---|
| Massive Club | 4 | 4+ | 2+ | 1 | 2 | |
| 'Eadbutt | 1 | 4+ | 2+ | 2 | 4 | |
| Mighty Kick | 1 | 4+ | 2+ | 2 | D3 |
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
- Roll off. The winner chooses who is the attacker and who is the defender.
- The attacker picks their regiment ability and enhancement, then the defender does the same.
- The defender chooses which side of the realm battlefield to fight on: Aqshy or Ghyran.
- The defender picks 1 of the deployment maps and chooses which territory belongs to which player.
- 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).
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
- In the first battle round, the attacker chooses who takes the first turn. Otherwise, the players make a priority roll (Core Rules 12.0).
- Determine the underdog (Core Rules 12.0).
- The twist card is drawn.
- The players draw battle tactic cards.
- 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.
| Effect | Cost | What it does |
|---|---|---|
| Fuel the Fire | 1 | Draw 1 battle tactic card from your deck, then discard 1 battle tactic from your hand. |
| The Engine Roars | 2 | Return 1 battle tactic from your hand to the bottom of your deck and draw 1. |
| Raging Furnace | 3 | Randomly pick 1 battle tactic in your opponent's hand; they return it to the bottom of their deck and draw another. |
| Machinated Victory | 4 | Return 1 battle tactic card you previously completed or discarded to your deck and shuffle it. |
| Full Power! | 5 | Return 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
- Each player picks a Spearhead army. Teammates must pick different armies.
- The players on each team roll off to determine their team's overlord, who makes the final decision whenever the team cannot agree.
- 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.
- Each attacking player picks their regiment ability and enhancement, then each defending player.
- 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.
- The defending team picks 1 deployment map and chooses which territory belongs to which team.
- With Sand and Bone, the defending team sets up the mystical terrain shown on the deployment map (if any).
- 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.
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).
- Determine the underdog (Core Rules 12.0).
- Draw the twist card and follow it as it is drawn.
- 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.
- 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.




