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Age of Sigmar

Age of Sigmar

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Kimberly Wyatt
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100% found this document useful (1 vote)
4K views4 pages

Age of Sigmar

Age of Sigmar

Uploaded by

Kimberly Wyatt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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UAL CRM ORS CHOSE Warhammer: Age of Sigmar puts you in command ofa force of mighty warriors, monsters and war engines. This rules sheet contains everything you need to know in order to do battle amid strange and soreerous realms, to unleash powerful magic, darken the skies with arrows, and crush your enemies in bloody combat! THE ARMIES THE BATTLEFIELD MYSTERIOUS LANDSCAPES: Before the conflict begins rival Be they pillars of flame, altars of "The landscapes ofthe Mortl Realms can ‘warlords gather their most powerful | brass or haunted ruins, the realms | bothaid and hinder your warriors, Unless warriors. are filled with strange sights and stated otherwise, model can be moved deadly obstacle. across scenery bt not through i (60 you. Inorderto play you most fist muster your cart move through a solid wall, or pass army from th miniatresin your collection. | Batlesin Warhammer: Age of Sigmar are | through a tree, but can choose to have a “Armies canbe as big as you ike, and you can. | fought aross an infinite variety oF exciting | model cmb up or over them). In addition, ‘eas many models from your collection as | landscapes inthe Mortal Realms, from cce you have setup al your scenery, either you wish The more units you decide to use, | desolate volcanic plain and treacherous | olladiceon the following table or pick a thelonge the game willlastand the more "| sky temples, to lush jungles and eyelopean | rule fom it for each terrain feature: citing it willbe Typically a game with ruins. The dominion of Chaos i all around ahundred ministares per side will | pervading, and no land is ft untouched by es Srugfteincrenayeomscat” | |THE SCENERY TABLE landscapes are recreate whenever you pa Sema WARSCROLLS & UNITS ‘a game of Warhammer: Age. Sigman al 1 Daseands Fovy ofyeureseens All models are described by wascells, ee ee ‘which provide al ofthe ules for using “The table and scenery you use constitute Your hero phase, you can declare them in the game, You wil ned warsrolls | your battlefield. battlefield can be any flat that one is making a secrfce. for the models you want o use Surface upon which the models can stand ~ Ifyou do so, the unit sufers D3 for examples dining ble or the Boor ~ and ‘arial rounds bot you can ad IMocelsnghtsn unis. -unitcan nave one | ca Be any size oF Shape provided is Digger a Pict up and flaheny sort of move as First you should decide in which of the any casting or unbinding ols ‘single group of models, with all models | seven Mortal Realms the batle wil take ee within I ofa leat one other model from | plac. For example, you might decide that poo eae ‘their unit, Ifanything causes @ unit to | ‘your battle will take place in the Realm of a ae Al Xo ae carey) ‘become split up during a battle, it must ‘Fire. Sometimes you'll need to know this Cem tla reform the next ime that it moves, | onion cramabitesyoucst | | Deahenas eta me TOOLS OF WAR | rots highest decides that makes a run or charge move Inorderto ight abate you will requires | ee ee tape measure and some dice. | Rebetaeaeogtor ry | ee designed and constructed landscapes, but as Distances in Warharnmer: Age ofSigmar | whether you havealot of scenery oronlya | | 5 Mystical: Roll dicen your faremeasured in inches, between the | small numberof features doesrt matter! A hero phase foreach of your units closest points of the models or units you're | good guide sat east 1 feature for every2_ | petite of tht erat ee ‘measuring to and from. You can measure | foot square, but less is okay and more can | poe eee distances whenever you wish, Amodels | make for really interesting bate and cathe selected to cast spell, bases considered part ofthe model ~ its sears ocaltack anil your ee just there to help the model stand up~so | ‘To help you decide the placement of your hero phate: One nilot 2s dorit include it when measuring distances. | scenery, you can choose to roll two dice and i Je erpoeceed, an you ‘add them together for each 2 foot square aa bre ea ps ‘Warhammer: Age of Sigmar uses six-sided | area of your battlefield and consult the es dice sometimes abbreviated to D8).1fa | following table: (ss Ayo meus tut rule equires you toll D3, roll dice ee and halve the total, rounding factions up. | Roll Terrain Features ie youn pls cone ear unit Some rs allow youtorelladie al, | 23 Noverain eres your next ero phase Subtract 1 which means you gto rollsome orallof | 45 —2terrain festures. Aeon thaiieavey af ey eaeaty the die again. You can nevere-rolladice | 68 Lterrain feature, petit abe wabin 3} of eo ‘more than once, and re-ollshappen before | 9-10. 2terrain features. an oie at oe modifiers tothe roll (ifany)are applied. | 11-12 Choose from 0 to 3 terrain feature. THE BATTLE BEGINS ‘Thunder rumbles high above as the armies take to the battlefield. ‘You are now ready fr the battle to begin, bat before it does you mus set up your armies forthe coming confit. SET-UP Before setting up ther armies, both players rulla dice, rolling gain in the case of ti. ‘The player that rolls higher must divide the battlefield into two equal-szed halves: their opponent then picks one half to be their territory. Some examples ofthis are ‘The players then alternate setting up units, ‘one ata time, starting with the player that ‘won the earlier dice roll. Models must be setup in their own territory, more than 12" from enemy teritary, You can continue setting up units until you ‘have setup all the units you want to ght in this battle, or have run out of space. Tis is ‘yur army. Count the number of models ia ‘your army ~ this may come in useful ater. Any remaining units are held in reserve, playing no part unless fate lends a hand. wy ‘The opposing player can continue to set up ‘units, When they have finished, set-up is ‘complete, The player that finishes setting up first always chooses who takes the first ten in the frst battle round, THE GENERAL ‘Once you hve finished setting up all of oUF Units, nominate one ofthe models you set upas your general Your general has a ‘command ability, as described inthe rales forthe heo phase opposite GLORIOUS VICTORY Inthe Mortal Realms batls are brutal and uncompromising - they ate fought to the bitter end, with onesie abe to claim victory because it has destroyed its foe ‘or there are no enemy models let on the field of battle, The victor can immediatly claim a major victory and the honours and triumphs that are dueto them, while the defeated must repair to their lair to lick their wounds and bear the shame of failure. Ifithas not been possible to fight a battle twits conclusion or the outcome is not ‘obvious, then a result of sorts can be «calculated by comparing the number of ‘models removed from play with the number ‘of models originally set up forthe battle for each army. Expressing these as percentages provides simple way to determine the winner. Such a victory can only be claimed asa minor victory. For example, ifone player lost 75% of their starting models, and ‘the ather player lost 50%, then the player ‘that only lost 50% oftheir models could claim a minor victory ‘Models aded to your army during the game (for example, through summoning, reinforcements, reincasnation and s0 on) do pot count towards the number of models in the army, but must be counted among the ‘casualties an army sues SUDDEN DEATH VICTORIES Sometimes player may attempt to achieve sudden death vitor: [Fone amy has 4 third more models than the other the ‘outnumbered payer can choose one objective from the sudden death table after generals are nominated. A victory canbe claimed immedi wen the objective is achieved by the outnumbered player. ‘TRIUMPHS “After any sudden death objectives have been chosen, ifyour army won a major victory {nits previous battle, olla dice and look up the result on the triumph table tothe right ‘THE SUDDEN DEATH TABLE Assassinate: The enemy player picks ‘unit with the Hismo, WizaRD, Prtrsr or Monsree keyword in their army Slay the unit that they pick Blunt: The enemy player picks a unit with five or more models in their army. Slay the unit that thy pick Endure: Have at least ane model ‘which started the battle on the battlefield stil in play atthe end of the sith batle round. ‘Seize Ground: Pick one terrain feature {in enemy territory. Have at least one friendly model within 3 of that feature atthe end of the fourth batle round. THE TRIUMPH TABLE Roll Triumph 12 Blessed: You can change the result ‘ofa single dice tothe result of your choosing once during the bate 3-4 Inspired: You can reroll all ofthe | failed hit rolls for one unit in your army in one combat phase 5-6 Empowered: Ada to your generals Wounds characteristic BATTLE ROUNDS 4 ‘Mighty armies crash together amid the spray of blood and the crackle of magic. Warhammer: Age of Sigmar is played ina seties of battle rounds, each of which is split into two tens ~ one foreach player. Atthe start ofeach battle round, both players roll a dice, rolling again in the case of ate. The player that alls highest decides who takes ‘he frst curn in that battle round. Each turn consists of the following phases: 1. Hero Phase Cast spells and use heroic abilities. 2. Movement Phase ‘Move units across the battlefield. 3. Shooting Phase “Attack with missile weapons. 4. Charge Phase (Charge units into combat. 5. Combat Phase Pitein and attack with melee weapons. 6. Battleshock Phase Test the bravery of depleted units. (Once the frst player has finished their the second player takes thers. Once the ‘second player has also finshed, the batle round is over and anew one begins. E-BATTLE ABILITIES warsralls allow you to use an ability sct-up is complete: These abilties are before the first battle round. Ifboth es have abilities like ths, oth players ‘a dice, re-rolling in the case ofa tie. The er that rolls highest gets to use their First, followed by their opponent. HERO PHASE ‘he armies close in, their leaders -sorcerous abilities, make 2s to the gods, or give strident your hero phase you can use the wizards pour army to cast spell ere the rules for ds on the last page ofthese rules). dation, other units in your army may bilities on their warsrolls that can ein the hero phase. Generally these only be used in your own hero phase. fan ability says it can be used hero phase, then itcan be used in ‘opponent’ hero phase as wellas your [both players can use abilities ina phase the player whose tur its gets vase all of theirs first. MAND ABILITY your hero phase, your general can use .command ability All generals have the piring Presence command ability and ‘may have more on thie warscoll 1g Presence: Pick a unit from your thats within 12° of your general, The that you pick does not have to take Sattleshock tests until your next hero phase. OVEMENT PHASE ‘The ground shakes to the tread of ‘marching feet as armies vie for ‘position. ‘Start your movement phase by picking one ‘of your nits and moving each model in that ‘nt until you've moved all the models you “ant fo, You can then pick another unit to ‘move, until you have moved as many of your nits 2s you wish. No model can be moved ‘more than ance in each movement phase. MOVING “A model can be moved in any direction, ‘to a distance in inches equal to or less than the Move characteristic on its warsrol Iecan be moved vertically in order to climb or cross scenery, but cannot be ‘moved across other models. No part ofthe ‘model may mave further than the models charracterstic. ENEMY MODELS ‘When you move amodel in the movement phase, ou may not move within 3° of any ‘enemy models, Models rom your army ae friendly models, and models from the ‘opposing army are enemy models, Units starting the movement phase within 3° ofanenemy unit can either remain Stationary or retreat. Ifyou choose to retreat, the unit must end its move more ‘han 3° away from all enemy units If unit retreats, then it cant shoot or charge later that turn (see below) RUNNING: ‘When you pick a unit to move in the movement phase, you can declare that it will run, Rolla dice and add the result to the Move characteristic of all models in the ‘unt forthe movement phase. A unit that runs cant shoot or charge later that turn FLYING Ifthe warscroll fora model says thatthe ‘model ea ly, it can pass across models and scenery as if they were not thee, Ittill may not finish the move within 3" of an enemy in the movement phase, and ifit is already within 3° of an enemy it can only retreat or | remain stationary, SHOOTING PHASE ‘Asstorm of death breaks over the battle as arrows fal like rain and ‘war machines hurl their deadly payloads. In your shooting phase you can shoot with models armed with missile weapons. Pick one of your units. You may not pick unit that ran or retreated this turn. Each ‘model in the unit attacks with all of the ‘missile weapons itis armed with (see Attacking) After ll ofthe models in the ‘unit have shot, ou can choose another unit to shoot with, untill units that can shoot have donesso. CHARGE PHASE Howling bloodcurdling war cries, ‘warriors hurl themselves into battle to slay with blade, hammer and claw. Any of your nits within 12° ofthe enemy jn your charge phase can make a charge move, Picean eligible unit and rol two dice, Back model inthe unit can move this ‘namber in inches. You may not pick unit |) that ran or retreated this turn, nor one that iswithin 3" ofthe enemy. “The first model you move must finish within %" ofan enemy model. f that’s impossible, the charge has filed and no ‘models inthe charging unit can move this phase, Once you've moved al the ‘models inthe unit, you can pick another cligible unit to make a charge, until ll units that can charge have done so. COMBAT PHASE Carnage engulfs the battlefield as the warring armies tear each other apart. ‘Any uni that as charged or has models ‘within 3° of an enemy unit can attack with its melee weapons in the combat phase. ‘The player whose turn it is picks a unit to attack with then the opposing player must autack with a unit and so on until all eligible ‘units on both sides have attacked once cach, Ione side completes al its attacks first then the other side completes al ofits remaining attacks, one unt after another No unit can be selected to attack more than ‘once in each combat phase. An attack is split nto two steps fst the unit ples in, and then you make attacks with the models in the unit. ‘Step 1: When you pil in, you may move ‘each model in the unit up to 3" towards ‘the closest onemy model. Tis will allow the models in the unit to get closer tothe ‘enemy in order to attack them. ‘Step 2:Bach model in the wnt attacks with allof the melee weapons it is armed with (cee Attacking. BATTLESHOCK PHASE Even the bravest heart may quail ‘when the horrors of battle take their toll. In the battleshock phase, both players must take battlesbock tests for units from their army that have had models slain during the turn, The player whose turn it sets fist. ‘Tomake abatleshock test, rolla dice and add the number of models from the unit that have been sain ths turn. For each point by which the total exceeds the highest Bravery characteristic in the unit, one se in that unit must fle and is yemoved from play, Ada Ito the Bravery characteristic being used fr every 10 models that are in the unit when the testis taken ‘You must choose which models le from the units you command. ATTACKING Blows hammer down upon the foes inflicting bloody wounds. ‘When a unit attacks, you must ist pick the target units forthe attack that the models inthe unit will make, then make all ofthe attacks, and finally inflict any resulting ‘damage onthe target units "The numberof attacks a model can make is determined by the weapons that iis armed ‘with. The weapon options a model has are listed in its description on its warscroll Missile weapons can be used inthe shooting ‘phase, and melee weapons can be used in the combat phase, The numberof attacks ‘a model can make is equal tthe Attacks characteristic for the weapons it can use. PICKING TARGETS First, you must pic the target units for the attacks. In order to attack an enemy unit, an enemy model from that unit must ‘bein range ofthe attacking weapon (Le within the maximum distance, in inches, ofthe Range listed for the weapon making the attack), and visible tothe attacker (If unsure, stoop down and get look from ‘behind the attacking model to seeif the target is visible). For the purposes of determining visibility, an attacking model can ee through ather models in its unit. Ifa model has more than one attack, you can split them between potential target units as you wish. Ifa model splits its attacks between two or more enemy units, resolve al ofthe attacks against one unit ‘before moving onto the next one MAKING ATTACKS “Attacks can be made one at atime, of in ‘some cass, you can roll the dice for attacks together. The following attack sequence is used to make attacks one a atime 1 Hit Roll: Rolla dice Ifthe roll equals ‘or beats the attacking weapons To Hit characteristic then it scores a hit and you ‘must make a wound rol. not, the attack {alls andthe attack sequence ends. 2, Wound Roll: Rolla dice Ifthe roll ‘equals or beats the atacking weapon's ‘To Wound characteristic, then it causes damage and the opposing player must make save roll. If not, the attack fails and the attack sequence ends. 3.Save Roll: The opposing player rollsa dice, modifying the roll by the attacking ‘weapon's Rend characteristic. For example, if weapon has a-1 Rend characteristic, then Lis subtracted from the save roll. Ifthe ‘result equals or beats the Save characteristic ‘ofthe models in the target unit, the wound is saved and the attack sequence ends, If not, the attack s successful, and you must determine damage on the target unit. 4. Determine Damage: Once all ofthe attacks made bya unit have been carried ‘ut, each succesful atack inflicts a ‘number of wounds equal to the Damage characteristic ofthe weapon. Most weapons hhave a Damage characteristic of 1, bt some «an inflict 2 or more wounds allowing ‘them to eause grievous injures to even the _mightes foe, ot cleave through more than one opponent with buta singe blo! In order to make several atacks at once, all ‘ofthe attacks must have the same lo Hit, 10 ‘Wound, Rend and Damage characteristics, and must be directed a the same enemy unit If this the case, make all ofthe hit rolls atthe same time, then all ofthe wound roll, ancl finally ll of the save roll; then add up the total number of wounds caused. INFLICTING DAMAGE «Afterall ofthe attacks made bya unit have ‘been caried ou, the player commanding the target unit allocates any wounds that are inflicted to models from the unit as they see fit (the models do not have tobe within ‘ange or visible to an attacking unt), When inflicting damage, i you allocate a wound toa model, you must keep on allocating ‘wounds to that model until either its slain, ‘or no more wounds remain to be allocated, (Once the number of wounds suffered by a ‘model during te battle equals its Wounds characteristic, the moda ie slain. Place the slain model t one side iis removed from play Some warscrlls include abilities that allow wounds tobe healed. healed wound no longer has any effect. You cant heal ‘wounds on a model that has been slain, MORTAL WOUNDS Some atacks inflict mortal wounds, Do not ‘make hit, wound or save rolls for a mortal ‘wound ~just allocate the wounds to models from the target unit as described above. COVER all models ina unit are within oron a terrain feature, you can add 1 to all save rolls for that unit to represent the cover they receive from the terrain. This modifier does ‘not apply inthe combat phase ifthe unit you are making saves for made a charge ‘move in the same turn. rh Au Sar © Ges Nish Line 15 WIZARDS ‘The realms are saturated with magic, a seething source of power for those ‘with the wit to wield it. Some models ate nated as being a wizard on their warsrol. You can use a wizard to cast spells in your hero phase, and can also use them to unbind spells in your opponents hhero phase. The numberof spells a wizard can attempt to cast or unbind each turn i detailed on its warscroll, CASTING SPELLS All wizards can use the spells described below a well as any spells sted on their ‘warscroll.A wizard can only atempt to cast, cach spell once per turn. ‘Tocasta spell, rll two dice. Ifthe total is ceqoal to or greater than the casting value of the spell, the spell is successfully cast. a spells cast, the opposing player can choose any one oftheir wizards that is within 18" ofthe caster and that can see them, and attempt to unbind the spell before its effects are applied. To unbind a spell, roll two dic. Ifthe rol beats the rol used to cast the spell, then the spells effects are negated. Only one attempt can be made to.unbinda spell ARCANE BOLT Arcane Bolt has casting value of 5.1f ‘successfully east, pik an enemy unit within 18" ofthe caster and whichis visible tothem, The unit you pic suffers D3 ‘mortal wounds MYSTIC SHIELD _Mypstic Shield as a casting valu of 6 raccessfully cast, pick the cater, oF fiendly unit within 18 of the caster and ‘which is visible to them. You ean add 1 to all save rolls for the unit you pick until the start of your next hero phase. THE MOST IMPORTANT RULE Ina game as detalled and wide ranging as Warhammer: Ageof Sigmar there may be ties when you are no re exact hon t0 resolca situation that has come up during play. When this happens, havea quick hat with your opponent, and apply the Solution that makes the most senso you | both (or seems the most fun!) Ifno single solution presents itself, both of you should rolla dice, and whoever rolls higher gets to choose what happens. Then you can get on with che fighting!

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