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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!