Ascension

Behind every hero of the Mortal Realms is the tale of their rise to power. In Path to Glory, you will forge the destiny of your hero and turn them into the stuff of legends.

Books

BookKindEditionLast update
  Warhammer Age of Sigmar: Core Rules
  Warhammer Age of Sigmar: Core RulesRulebook4April 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4April 2025
Path to Glory Battlepack

Ascension

Path to Glory battlepacks allow you to play through a campaign. For the uninitiated, a campaign is a system of rules that links your battles together in an ongoing narrative. In Path to Glory, the campaign focuses on your warlord and the warriors they lead. To begin with, your army will be small and untested in battle. As the campaign progresses, not only will your army grow in size, but the warriors under your command will also gain renown that unlocks powerful new abilities they can use in battle.

Path to Glory Roster

The heart of each Path to Glory battlepack is the Path to Glory roster. This roster is the record of your army’s progress and details your units, enhancements and lots of other bits of information. As the campaign continues, you will need to keep your roster up to date, so it is recommended you record everything in pencil and keep an eraser to hand!

Path to Glory Battles

Once you have prepared your Path to Glory roster, you are ready to challenge other players who have a Path to Glory army. Each Path to Glory battleplan tells a different story. You might find yourself fighting amidst a razed Dawnbringer settlement or trying to stop a foe from enacting a deadly ritual.

The Aftermath Sequence

The battles in your Path to Glory campaign are linked by the aftermath sequence. This is a series of steps both players must complete after every battle. In the aftermath sequence, you will gain glory points, which you can use to add units to your army, and your warriors will earn renown points.

Unit Paths

As your units earn renown points, they will gain ranks and follow a Path. Each time one of your units gains a rank, it gets a choice of 1 of 2 different abilities from the appropriate step on its Path. You can see the different Paths in the end of this page.

Path to Glory Roster

Before you can start fighting battles using this battlepack, you must first complete a Path to Glory roster. To do so, follow these steps:
ADVANCED RULES
In addition to the Core Rules, Matched Play: First Blood uses the following Advanced Rules:

You will need the following PDF file to further complete the Path to Glory roster:

1. Pick your Faction, your Warlord and your Warlord’s Path

Your Path to Glory campaign tells the tale of a rising champion and the warriors that fight under their banner. The first step in mustering your Path to Glory army is to pick a faction and 1 HERO from that faction to be your warlord. Your warlord must meet the following criteria:
  • It must be a single model.
  • It must have a points value of 350 or less (Sons of Behemat armies can ignore this restriction).
  • It cannot be UNIQUE.
To help you choose a Path for your warlord, you can skip ahead to read the abilities of each Path and pick the Path you think best suits the character of your warlord.

Path to Glory in Battletomes
Each battletome has a Path to Glory section filled with additional content. Once you have picked your faction, you will be able to use the Path to Glory rules in your faction’s battletome alongside the contents in this battlepack.

Your Warlord’s Path

Your warlord starts the campaign with 5 renown points and the Aspiring rank. Note this on your Order of Battle. This means that you can pick a Path for them straight away (and the first ability for that Path).

There are 4 Paths for HEROES in this book. You can see a summary of each below, or you can skip ahead to this page to read them in full.

Path of the Warrior
Warlords who walk this Path pride their martial prowess and strength above all else.
Path of the Mage
(WIZARD only)
To walk this Path, your warlord must already have some proficiency in the arcane arts. Вy the end, they will bе ablе to shape the very realms.
Path of the Leader
The tactical acumen of this warlord is their greatest asset. Even in the heat of battle, they can spot weaknesses in the enemy line and exploit them without mercy.
Path of the Devout
(PRIEST only)
With an unshakable faith to guide them, this warlord has been chosen by their patron deity for a greater purpose (or so they claim!).

2. Add your Starting Units

On your Path to Glory roster, you will find an Order of Battle. This is a list of all the units in your Path to Glory army. The next step is to populate your Order of Battle with units. To do so, simply pick units from your army’s faction and add them.

At the start of the campaign, the combined points value of all the units in your army, including your warlord, cannot exceed 1000 points.

In a Path to Glory battle, all the units in your army must be drawn from your Order of Battle, but you do not have to use all the units from your Order of Battle in the battle. Indeed, once your Order of Battle grows, you might not be able to include all your units due to the battle’s points limit.

3. Pick your starting Enhancements and Lores

The next step is to pick your starting enhancements and lores, as follows:

Enhancements

Pick 1 enhancement from each enhancement table in your army’s faction rules and give it to an eligible unit on your Order of Battle.

Earning Enhancements
Over the course of your Path to Glory campaign, you may be able to give additional enhancements to your units (for example, by completing quests). Each time you earn an additional enhancement, give it to an eligible unit on your Order of Battle. Your Order of Battle cannot include the same enhancement more than once.

When fighting Path to Glory battles, instead of picking enhancements when choosing your army for a battle, all the units in your army can use any enhancements they have. This means that, as your campaign progresses, you will be able to field an army resplendent with an array of different enhancments!

Enhancements from Faction Rules
Certain faction rules might grant you access to additional enhancements. In cases like this, you receive these extra enhancements as normal at the start of your campaign and can give them to eligible units.

Lores

ln Path to Glory, instead of picking a spell lore, prayer lore and manifestation lore when you muster your army, your Path to Glory roster instead has its own spell, prayer and manifestation lores. These are custom lores that will bе populated with spells and prayers from other lores of the same type as your campaign progresses. Your lores are found in the Arcane Tome section of your Path to Glory roster.

If you do not add any WIZARDS to your Order of Battle in step 2, you can add your starting spells later in the campaign as soon as you add your first WIZARD to your Order of Battle. The same applies to prayers and PRIESTS.

ADDING YOUR STARTING SPELLS
The first time a WIZARD is added to your Order of Battle, you can pick 1 spell from a spell lore available to their faction, plus 1 spell from a manifestation lore available to their faction, and add those spells to the relevant lores on your Path to Glory roster.

ADDING YOUR STARTING PRAYERS
The first time a PRIEST is added to your Order of Battle, you can pick 1 prayer from a prayer lore available to their faction, plus 1 prayer from a manifestation lore available to their faction, and add those prayers to the relevant lores on your Path to Glory roster.

Adding Additional Spells and Prayers
As your campaign progresses, you will get the chance to add more spells and prayers to your lores. Each lore can hold no more than 6 spells and/or prayers. Once a lore has 6 spells and/or prayers, if you have the chance to add another, you must remove 1 of the existing spells or prayers before you can do so.

4. Pick your First Quest

The final step is to pick a quest for your army to embark on. A quest is a goal your warlord is currently trying to achieve, and you will be able to complete it by doing certain things in your Path to Glory battles. As you progress through your campaign, you will be able to complete many different quests, so to begin with, choose a quest with a reward that most appeals to you.

Once you have chosen your quest, write it down in the Quest Log on your Path to Glory roster.

If you are unsure which quest to begin with, you can’t go far wrong with ‘Search for the Artefact’. Once you gain the artefact of power, you will be able to use it straight away in your next Path to Glory battle.

Completing Quests

During the aftermath sequence of each Path to Glory battle, you will check to see if you have completed your quest. Each quest will detail how and when it is completed. Some quests may take several battles to complete, and some quests may direct you to record your progress in the Quest Log. Each time you complete a quest, remove all of the quest points in your Quest Log.

Quest Rewards

Upon completing a quest, you will earn a reward. The quest will detail what reward you earn. This can be anything from additional renown points to an enhancement.

QUEST
SEARCH FOR THE ARTEFACT
You send your scouts far and wide in search of a powerful relic.

At the end of each of your turns, you can pick a friendly HERO that is not within friendly territory, is not in combat and is within 1" of a terrain feature. If you do so, roll a dice. On a 4+, that HERO finds a clue and you gain 1 quest point.

Once you have gained 3 or more quest points, you can complete this quest. When you do so, you can give 1 artefact of power to an eligible HERO on your Order of Battle.

QUEST
LEARN ANCIENT SCRIPTURES
You discover archaic texts relating to your deity that date back to the Age of Myth. Deciphering them will allow you to better enact their will in the Mortal Realms.

Each time a friendly PRIEST is given 4 or more ritual points, you gain 1 quest point.

Once you have gained 5 or more quest points, you can complete this quest. When you do so, you can pick 1 prayer from a prayer lore available to your army’s faction and add it to your own prayer lore.

QUEST
SEEK GLORY IN BATTLE
A band of warriors in your army seek to prove themselves in the fires of battle.

When you embark on this quest, pick a unit on your Order of Battle to bе the Glory Seekers.

You can complete this quest the next time you win a major or minor victory and the Glory Seekers took part in the battle and were not destroyed. When you do so, the Glory Seekers earn D3+3 additional renown points.

QUEST
MASTER MAGICAL LORE
A wizard in your army seeks to master a mighty spell to aid you in battle.

Each time you make a casting roll of 8+ for a WIZARD, you gain 1 quest point.

Once you have gained 3 or more quest points, you can complete this quest. When you do so, you can pick 1 spell from a spell lore available to your army’s faction and add it to your own spell lore.

QUEST
HARNESS MANIFESTATION
Your mystics seek to tame the power of a wild manifestation, but they are yet to control it fully.

When you embark оn this quest, pick 1 spell or prayer from a manifestation lore available to your army’s faction and add it to your own manifestation lore marked as ’Wild’. Each time that spell or prayer is used, roll a dice. On a 1-3, inflict an amount of mortal damage equal to the roll оn the unit using the ability. Оn a 4+, you gain a number of quest points equal to the roll. Once you have gained 10 or more quest points, you can complete this quest. When you do so, the spell or prayer is no longer marked as ’Wild’.

QUEST
RISE OF A CHAMPION
An aspiring warrior under your command seeks to prove their mettle in the fires of battle.

When you embark on this quest, pick 1 HERO on your Order of Battle that does not yet have a heroic trait to bе your Rising Champion.

You can complete this quest if an enemy HERO or MONSTER was slain by your Rising Champion. When you do so, you can give 1 heroic trait to your Rising Champion.

Path to Glory Battles

Once you have completed your Path to Glory roster, you are ready to fight Path to Glory battles. A Path to Glory battle is one where the players both draw armies from their Path to Glory rosters and follow the rules in this section. The steps to fighting a Path to Glory battle are as follows:

1. Pick your Armies

Each player picks an army using the rules in the Army Composition module. When they do so, the following additional rules apply:

Units

All the units in your army must be drawn from your Order of Battle. If you include your warlord from your Order of Battle, they must be picked to be your general in the battle.

Enhancements

Only enhancements on your Order of Battle can be used. However, there is no limit on the number of enhancements your army can use in the battle. For example, if 3 of your HEROES each had a heroic trait and artefact of power, all of those enhancements could all be included in your army.

Lores

Do not pick lores for your army. Instead, your spell lore, prayer lore and manifestation lore are those on your Path to Glory roster.

2. Determine the Battleplan

One player rolls on the following table to determine the battleplan. Alternatively, feel free to pick the battleplan you would like to play.


3. Set up the Battlefield

The battlefield can be any size, but depending on the points limit, the recommended battlefield sizes and number of terrain features are as follows:

BATTLEFIELD SIZE
Points Limit1000-15001501-2250Over 2250
Recommended Minimum Battlefield Size30" x 44"44" x 60"44" x 90"
Recommended Minimum Number of Terrain Features4812

Each battleplan will explain what the battlefield terrain should look like. It is assumed that the players will agree on how the battlefield should look. Alternatively, they can roll off and the winner sets up the battlefield while the loser chooses which long battlefield edge is ‘north’.

Battle Length

All the units in your army must be drawn from your Order of Battle. If you include your warlord from your Order of Battle, they must be picked to be your general in the battle.

Deployment

If a battleplan has Deployment instructions, the rules for the deployment phase in the Core Rules are still used, but they are modified as described in the Deployment instructions.

Reserves

Some of the battleplans tell you to deploy units in reserve. If this is the case, those units are deployed off the battlefield (keep them to one side) and will enter the battlefield later using a special ability found in the battleplan.

Twists

Each battleplan has a twist table. At the start of each battle round, if there is an underdog, they roll on the twist table. If there is no underdog, the players roll off and the winner rolls on the twist table and applies the effect as though they were the underdog.

Glorious Victory

When the battle ends, if a player has a victory point lead of 5 or more, they win a major victory. If they have a 1-4 victory point lead, they win a minor victory. If they are tied on victory points, the battle is a draw.

Withdrawing from Battle

During the battle, you have the option to withdraw if the cost of fighting on seems too steep. At the start of your hero phase, you can withdraw if at least half of the units from your starting army have been destroyed. If you do so, all of the units in your army that are still on the battlefield are immediately removed from play but they do not count as having been destroyed. If you withdraw, your opponent wins a major victory regardless of the victory conditions of the battleplan.

If there is anything your opponent still needs to achieve in the battle (such as fulfilling the criteria of a quest), the remaining battle rounds are played through to their conclusion. If not, the battle immediately ends.

Replacement Units and Summoned Units

From a story perspective, replacement units in a Path to Glory campaign are different units entirely to the ones they are replacing, even though the miniatures are the same. Therefore, they do not have any of the veteran abilities or other upgrades the original unit had. After the battle ends, replacement units and summoned units are not added to your Order of Battle.

The Aftermath Sequence

Once the battle is over, both players should resolve the aftermath sequence.
Battleplan

The Ruined Settlement

THE ARMIES
The player whose general has fewer renown points picks which player uses the Northern Territory and which player uses the Southern Territory. If the generals have the same number of renown points, roll off and the winner picks.

OBJECTIVES
Set up 5 objectives as shown on the map. In this battle, the objectives represent important locations in the ruined Dawnbringer town.

THE BATTLEFIELD
The battlefield should resemble a ruined Dawnbringer town.
DEPLOYMENT
The player who assigned territories begins deployment.

FACTION TERRAIN
No faction terrain can be set up during the deployment phase.

VICTORY POINTS
Victory points are scored as follows:
  • Take and Hold: Each player scores 1 victory point at the end of their turn for each objective they control.
D3TWIST
1Under Dust and Rubble: The underdog can pick 1 objective. That objective cannot bе controlled this battle round.
2Wild Fire: The underdog can pick up to D3 terrain features. Those terrain features gain the ’Obscuring’ terrain ability until the start of the next battle round. In addition, roll a dice for each unit that has any of those terrain features within its combat range. Оn a 4+, inflict D3 mortal damage оn that unit.
3Lead the Attack: The underdog can pick 1 friendly unit and add 1 to the Attacks characteristic of its melee weapons until the start of the next battle round.


EVERY ACRE SHALL BE EARNED WITH STEEL

Battleplan

Relics of Myth

THE ARMIES
The player whose general has fewer renown points picks which player uses the Northern Territory and which player uses the Southern Territory. If the generals have the same number of renown points, roll off and the winner picks.

OBJECTIVES
Set up 3 objectives as shown on the map. The objectives represent stashes of ancient treasure.

THE BATTLEFIELD
The battlefield is set up to represent ruins that date back to the Age of Myth.

DEPLOYMENT
The player who assigned territories begins deployment.
VICTORY POINTS
Victory points are scored as follows:
  • Stake a Claim: Each player scores 1 victory point at the end of their turn for each objective they control that is contested by any enemy units.
  • Ours For the Taking: Each player scores 2 victory points at the end of their turn for each objective they control that is not contested by any enemy units.

CAMPAIGN REWARD
After the battle, the winner rolls a dice and adds the number of victory points they scored to the result. If the total is 15 or more, they can pick 1 artefact of power available to their faction and give it to an eligible HERO on their Order of Battle.
D3TWIST
1Fool’s Gold: The underdog can pick 1 objective and remove it from play.
2An Еyе For Riches: The underdog can pick a friendly unit. Add 3 to that unit’s control score until the start of the next battle round.
3Spied Treasure: If possible, the underdog can place 1 new objective in neutral territory, more than 9" from all other objectives and more than 3" from all units.


Battleplan

The Decisive Battle

THE ARMIES
The player whose general has fewer renown points picks which player is the raider and which player is the defender. If the generals have the same number of renown points, roll off and the winner picks.

THE BATTLEFIELD
The battlefield is set up to represent the borderlands between the domains of the two armies.

DEPLOYMENT
The defender begins deployment.

FACTION TERRAIN
The raider cannot set up faction terrain during the deployment phase.

VICTORY POINTS
  • Claim their Skulls: Each time a player’s unit destroys an enemy unit, they score 1 victory point for every 100 points the destroyed unit costs. For example, a unit that costs 390 points is worth 3 victory points if it is destroyed.
  • Hold the Centre: Each player scores 1 victory point at the end of their turn if there are any friendly units and no enemy units within 6" of the centre of the battlefield.
  • Take the Flanks: Each player scores 1 victory point at the end of their turn for each corner of the battlefield in neutral territory that has any friendly units and no enemy units wholly within 12" of it.
D3TWIST
1Steeled Resolve: The underdog can pick a friendly unit. Subtract 1 from wound rolls for attacks that target that unit this battle round.
2Tactical Withdrawal: Until the end of the battle round, each time a unit in the underdog’s army uses the ’Retreat’ ability, no mortal damage is inflicted on it.
3Line-breakers: The underdog can pick a friendly unit. Until the end of the battle round, they can re-roll charge rolls for that unit and that unit has STRIKE-FIRST if it charged in the same turn.


Battleplan

The Ambush

THE ARMIES
The player whose general has fewer renown points picks which player is the trespasser and which player is the ambusher. If the generals have the same number of renown points, roll off and the winner picks.

THE BATTLEFIELD
The battlefield is set up to represent the borderlands between the domains of the two armies.

DEPLOYMENT
The ambusher begins deployment. Each time they deploy a unit, it can be set up anywhere in friendly territory more than 6" from enemy territory. Each time the trespasser deploys a unit, it can be set up anywhere wholly within friendly territory. All of the trespasser’s units must be set up on the battlefield during the deployment phase (they cannot be set up in reserve).
FACTION TERRAIN
The ambusher cannot set up faction terrain during the deployment phase.

FIRST TURN
The ambusher takes the first turn of the battle. There is no movement phase in the ambusher’s first turn (the battle takes place the moment the ambush is sprung).

VICTORY POINTS
  • Claim their Skulls: Each time a player’s unit destroys an enemy unit, they score 1 victory point for every 100 points the destroyed unit costs. For example, a unit that costs 390 points is worth 3 victory points if it is destroyed.
  • Escape to Safety: At the end of each turn, if a unit in the trespasser’s army is within 3" of the ‘Escape Route’ table edge and not in combat, the trespasser can pick that unit to escape. If they do so, it is removed from play and they score D3 victory points.
D3TWIST
1Hold the Line: This battle round, each time a unit in the underdog’s army uses the ’Rally’ command, no command points are spent.
2Defensive Formation: The underdog can pick a friendly unit. Add l to save rolls for that unit this battle round.
3Storm the Enemy: The underdog can pick a friendly unit. Until the end of the battle round, that unit has STRIKE-FIRST.


TAKE UP THE BLADE ONCE MORE

Battleplan

Wreck and Ruin

THE ARMIES
The player whose general has fewer renown points picks which player is the raider and which player is the defender. If the generals have the same number of renown points, roll off and the winner picks.

The defender must split their army into a patrol contingent and a reinforcements contingent. Each contingent must have as close to the same number of units as possible.

OBJECTIVES
Set up 5 objectives as shown on the map.

THE BATTLEFIELD
The battlefield is set up to represent the heart of the defender’s domain.

DEPLOYMENT
The defender begins deployment. The units in the defender’s reinforcements contingent are deployed in reserve. Units in the raider’s army can be set up anywhere wholly within their territory (they do not have to be set up more than 9" from enemy territory).

FACTION TERRAIN
The raider cannot set up faction terrain during the deployment phase.

FIRST TURN
The raider chooses who takes the first turn of the battle.

REINFORCEMENTS
Units in the defender’s reinforcements contingent can use the ‘Raise the Alarm’ ability while they are in reserve:

Your Movement Phase
RAISE THE ALARM: Warning cries alert nearby warriors of the raid.

Effect: Make an arrival roll by rolling a dice. On a 4+, this unit can be set up anywhere on the 2 battlefield, wholly within 6" of the battlefield edge and not in combat.
KEYWORDSCORE


VICTORY POINTS
Take and Hold: Each player scores 1 victory point at the end of their turn for each objective they control.
Burn It Down: At the end of the raider’s turn, after victory points have been scored for ‘Take and Hold’, they can pick 1 objective they control and burn it. Each time the raider burns an objective, it is removed from play and they score D3 victory points.

D3TWIST
1-3Uncertain Reinforcements: If the raider is the underdog, subtract 1 from arrival rolls this battle round. If the defender is the underdog, add l to arrival rolls this battle round.
4-6At All Costs: The underdog can pick a friendly unit. Add 3 to that unit’s control score until the start of the next battle round.


Battleplan

The Ritual

THE ARMIES
The player whose general has fewer renown points picks which player is the attacker and which player is the ritualist. If the generals have the same number of renown points, roll off and the winner picks.

OBJECTIVES
4 objectives are set up as shown on the map. The 3 objectives on the border of the ritualist’s territory are sites of power and the objective in the centre of their territory is the altar.

THE BATTLEFIELD
The battlefield is set up to represent a ritual site.

DEPLOYMENT
The ritualist begins deployment.

FACTION TERRAIN
The attacker cannot set up faction terrain during the deployment phase.

FIRST TURN
The attacker chooses who takes the first turn of the battle.
NATURE OF THE RITUAL
The ritualist picks 1 of the following rituals to perform:
Ritual of Blessings: Each time the ritualist scores a victory point, they can pick a friendly unit contesting an objective to Heal (D3).
Ritual of Primal Force: Each time the ritualist makes an unmodified charge roll equal to the number of victory points they have, the charging unit has STRIKE-FIRST this turn.
Cursed Ritual: Each time the ritualist scores a victory point, they can pick an enemy unit contesting an objective and roll a dice. On a 4+, inflict D3 mortal damage on that unit.
Ritual of Darkness: While the ritualist has 8 or more victory points, they can add 1 to wound rolls for combat attacks made by friendly units.

VICTORY POINTS
  • Power Grows: At the end of the ritualist’s turn, they score 1 victory point for each site of power they control, and they score D3 Victory points if they control the altar.
  • Iconoclasts: At the end of the attacker’s turn, they score 1 Victory point for each objective they contest but do not control, and they score D3 victory points for each objective they control.
D3TWIST
1At All Costs: The underdog can pick a friendly unit. Add 3 to that unit’s control score until the start of the next battle round.
2The Earth Trembles: The underdog can pick an enemy unit. That unit has STRIKE-LAST this battle round.
3Eruption of Power: The underdog can pick 1 objective and roll a dice for each unit contesting that objective. On a 4+, inflict D3 mortal damage on that unit.


FEAR NOT THE GHEIST, LEST ITS CLAWS GOUGE DEEPER

The Aftermath Sequence

In Path to Glory, the battles you fight become the chapters of an ongoing narrative in which your army grows more powerful over time. To determine its progress, after each battle, there is a series of steps called the aftermath sequence.

The aftermath sequence is divided into the following steps:
1. Earn Glory Points
2. Gain Renown Points
3. Complete Quests
4. Manage Your Order of Battle
The aftermath sequence should be resolved immediately after the battle, if possible, so that your opponent can see your rolls. Completing these steps will take around 5 minutes.

1. Earn Glory Points

After each Path to Glory battle, you will receive a number of glory points based on how your army fared and the size of the battle, as shown on the table below (the different achievements are cumulative). There is space on your roster to keep track of your current glory points total.
The glory points you earn after each battle represent your spoils of war. They also represent the growing influence of your army and the additional resources they find at their disposal.
Points Limit for the Battle
Achievement1000-12501251-17501751-2250Over 2250
Fought a Path to Glory battle30 glory points60 glory points100 glory points150 glory points
Won a mayor Victory20 glory points30 glory points40 glory points50 glory points
Won a minor victory10 glory points20 glory points30 glory points40 glory points
Your general was not slain5 glory points10 glory points15 glory points20 glory points


2. Gain Renown Points

Units in a Path to Glory army will gain 1 or more renown points as your campaign progresses. Renown points represent the growing experience of your warriors as they survive from battle to battle. You can record each unit’s renown points on your Order of Battle.

Fighting a Battle

Each unit that took part in the battle and was not destroyed gains D3 renown points. Each unit that took part in the battle and was destroyed gains 1 renown point.

Favoured Warriors

Pick 1 unit that took part in the battle to be your favoured warriors. That unit gains D6 renown points. You cannot pick your warlord.
The Favoured Warriors rule ensures that your most valorous unit in the battle does not go unrewarded. You can pick which unit will bе your favoured warriors after they have earned renown for fighting the battle. This means that if a unit is just a few points away from earning a rank, you can use the favoured warriors rule to see them over the threshold!

Bonus Renown Points

There are many ways units can gain bonus renown points — for example, some battleplans grant bonus renown points to units that completed certain achievements during the battle.

Unique Units

UNIQUE units do not gain renown points.

Paths

Once a unit has gained 5 renown points, it earns its first rank (Aspiring) and you can choose its Path. Each time one of your units gains a rank, it gets a choice of 1 of 2 different abilities from the appropriate step on its Path. You can see the different Paths, and below you can see the 4 different ranks a unit can gain. Once a unit has gained the Legendary rank, it does not earn any further ranks.
RENOWN POINTSUNIT’S RANK
5-14Aspiring
15-29Elite
30-44Mighty
45+Legendary

3. Complete Quests

Check your current quest to see if you can complete the quest or if you need to record any progress in your Quest Log.

Each quest will say when you can complete it. If you complete your quest, you earn its reward. Anything written in your Quest Log is then removed and you can pick a new quest. The same quest can be completed multiple times by your army unless stated otherwise.

Giving up on a Quest

During this step, you can choose to give up on your quest. If you do so, clear your Quest Log and pick a new quest.

4. Manage Your Order of Battle

During this step, you can spend glory points to do any of the following:
  • Add 1 new unit to your Order of Battle.
  • Reinforce 1 of your units.
  • Retire any number of units on your Order of Battle.

Adding New Units

If you wish to add a new unit to your Order of Battle, you must spend a number of glory points equal to the unit’s points value on its battle profile (Army Composition, 1.3). If you do so, the unit is added at its minimum unit size. You can only add 1 new unit per aftermath sequence.

Reinforcing Units

If you wish to reinforce a unit on your Order of Battle, you must spend a number of glory points equal to the unit’s points value on its battle profile (Army Composition, 1.3). The unit can be one that was added to your Order of Battle this aftermath sequence. You can only reinforce 1 unit per aftermath sequence.

Retiring Units

If you wish to remove any units from your Order of Battle, you can remove them in this step.

Path of the Warrior

(HERO only)

ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
BERSERKER: This battle-hungry warrior is ever eager to get to grips with the foe.

Effect: You can re-roll charge rolls for this HERO.

Once Per Battle, Any Combat Phase
WELL OF STRENGTH: When faced with seemingly insurmountable odds, this warrior draws on hidden strength to rise to the challenge.

Effect: Heal (D6) this HERO.

ELITE: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
MARTIAL EXPERTISE: This warrior has honed their skills with their favoured weapon.

Effect: Add 1 to hit rolls for this HERO’s combat attacks.

End of Any Turn
POWERFUL PRESENCE: So imposing is this warrior that enemies quail before them.

Declare: Pick this HERO to use this ability if it is contesting an objective that you do not control.

Effect: Add D3 to this HERO's control score this turn.

MIGHTY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
MASTER-CRAFTED ARMOUR: This warrior now bears armour forged by the greatest smiths.

Effect: Add 1 to save rolls for this HERO.

Passive
MASTER-CRAFTED WEAPONS: The craftsmanship of this warrior’s weapons is peerless.

Effect: Add 1 to the Rend characteristic of this HERO’s melee weapons.

LEGENDARY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
WARRIOR WITHOUT EQUAL: This warrior is an unstoppable force upon the battlefield.

Effect: This HERO has WARD (4+).

Passive
UNPARALLELED DUELLIST: In a blur of motion, this warrior strikes the foe before they can even raise a weapon in defence.

Effect: This HERO has STRIKE-FIRST.


Path of the Leader

(HERO only)

ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Once Per Battle, Enemy Movement Phase
TACTICAL ACUMEN: This warrior has a deep understanding of the flow of battle and the habits of not only their own fighters but also those of the foe.

Declare: Pick a friendly unit wholly within 12" of this unit to bе the target.

Effect: The target can use the ’Redeploy’ command this phase and you do not need to spend any command points for it to do so.

End of Any Turn
CONSERVED STRENGTH: This champion manages their strength just as shrewdly as they command their warriors.

Effect: Heal (1) this HERO.

ELITE: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Start of the Battle Round
MASTERFUL COMMANDER: With a keen mind, this champion surveys the battlefield and devises a plan of action.

Effect: Roll a dice. On a 4+, you gain 1 they are command point.

Passive
ROUSING ORATOR: The stirring rhetoric of this champion inspires the warriors they command.

Effect: Add 1 to rally rolls for friendly units while they are wholly within 12" of this HERO.

MIGHTY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
DEFENDER OF THE REALM: This warrior defends their domain with great valour and might.

Effect: This HERO has STRIKE-FIRST while they are wholly within friendly territory.

Passive
HARDY CONSTITUTION: Only the most grievous of wounds can lay this warrior low.

Effect: Add 2 to the Health characteristic of this HERO.

LEGENDARY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
DESTINED FOR GREATNESS: It is said the gods look favourably upon this one.

Effect: This HERO has WARD (4+).

Passive
INSPIRING LEADER: So renowned is this legendary warrior that they inspire all under their command to give everything they have in battle.

Effect: Add 3 to the control scores of other friendly units while they are contesting the same objective as this HERO.


Path of the Mage

(WIZARD HERO only)

ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
DEDICATED PRACTITIONER: Uncounted hours poring over esoteric texts has granted this wizard a deep insight into the nature of magic.

Effect: Add 1 to casting rolls for this WIZARD.

Passive
ELDRITCH WARD: This mage can weave excess magical energies into a cloak of mystic protection.

Effect: If a casting roll of 10+ is made for this WIZARD, they have WARD (5+) until the start of your next turn.

ELITE: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Your Hero Phase
6
MYSTIC SHIELD: The caster’s allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Your Hero Phase
3
ARCANE CONDUIT: The caster focuses on channelling the motes of magic that sufluse the realms.

Declare: Make a casting roll of 2D6.

Effect: Until the end of the phase, add 1 to casting rolls for friendly units.
KEYWORDSSPELL

MIGHTY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Once Per Phase, Reaction: This WIZARD successfully cast a SPELL
MAGICAL MIGHT: This wizard is invigorated through the harnessing of magic.

Used By: This WIZARD.

Effect: Heal (D3) this WIZARD

Once Per Phase, Reaction: You declared a SPELL for this WIZARD
ARCANE FAMILIAR: A small creature follows this wizard and serves as a focus for their power.

Used By: This WIZARD.

Effect: Re-roll 1 of the dice in the casting roll.

LEGENDARY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Your Hero Phase
8
ELDRITCH CATACLYSM: A storm of raw magic sweeps across the enemy lines causing absolute havoc.

Declare: Pick a visible enemy unit within 15" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: Roll a dice for each model in the target unit. For each 4+, inflict 1 mortal damage on that unit.
KEYWORDSSPELL

Your Hero Phase
8
SUNDER THE EARTH: The ground before the caster splits and a gaping fissure snakes forth.

Declare: Pick a point on the battlefield within 18" of this WIZARD. Then, make a casting roll of 2D6.

Effect: Draw a line between that point and the closest point on this WIZARD’s base. Inflict D3 mortal damage on each unit the line crosses (roll for each).
KEYWORDSSPELL


Path of the Devout

(PRIEST HERO only)

ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Deployment Phase
FOCUSED MEDITATION: On the eve of battle, this mysterious priest isolates themselves to prepare for the fight to come.

Effect: This PRIEST gains D3 ritual points.

Passive
DIVINE BLESSING: It is said this one courts the attention of their deity and walks the realms as their holy envoy.

Eflect: This PRIEST has WARD (6+).

ELITE: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Your Hero Phase
4
RIGHTEOUS CONVICTION: The priest calls upon their deity to bless their allies with strength.

Declare: Make a chanting roll of D6.

Effect: Pick a visible friendly unit wholly within 12" of this PRIEST. Until the start of your next turn, add 1 to wound rolls for combat attacks made by that unit.
KEYWORDSPRAYER

Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

MIGHTY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
MASTER OF CEREMONIES: This priest has dedicated their life to their craft.

Effect: Each time you make a chanting roll for this PRIEST, you can roll 2 dice and pick 1 to be the roll.

Passive
HALLOWED CHAMPION: The faith of this priest is nigh on tangible to those around them.

Effect: Friendly units have WARD (6+) while they are wholly within 12" of this PRIEST.

LEGENDARY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Your Hero Phase
6
RITUAL OF DEATH: Thunder rumbles in the skies above as the wrath of a god is wrought upon their enemies.

Declare: Make a chanting roll of D6.

Effect: Inflict 1 mortal damage on each enemy unit on the battlefield. Inflict D3 mortal damage instead if the chanting roll was 9+ (roll for each).
KEYWORDSPRAYER

Your Hero Phase
8
RITUAL OF LIFE: Responding to the fervent dedication of the priest, the gods themselves shower those who fight in their name with their blessings.

Declare: Make a chanting roll of D6.

Effect: Pick each friendly unit on the battlefield to Heal (1). Heal (D3) instead if the chanting roll was 9+ (roll for each).
KEYWORDSPRAYER


Path of the Defender

(non-HERO unit only)

ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
End of Any Turn
HARDENED RESOLVE: Even when grievous wounds have been wrought upon their flesh, these warriors do not rest.

Effect: Heal (1) this unit.

Passive
STEEL DISCIPLINE: Even in the heat of this battle, these warriors keep a calm disposition, falling back information to strengthen the line elsewhere.

Effect: When this unit uses a RETREAT ability, no mortal damage is inflicted on it.

ELITE: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
UNCANNY SURVIVABILITY: These warriors have emerged unscathed from attacks that should have seen them slain.

Effect: This unit has WARD (6+).

End of Any Turn
UNBREAKABLE FORMATION: These warriors brace for impact and let the enemy crash into them as a wave does against a sheer cliff.

Effect: Subtract 2 from the Rend characteristic of weapons used for attacks that target this unit this phase.

MIGHTY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
MIGHTY CUSTODIANS: These warriors would gladly sell their lives before letting the enemy lay claim to their lands.

Effect: Add 3 to the control score of this unit while it is contesting an objective you control.

Passive
BATTLE-SCARRED VETERANS: These warriors shrug off any flesh wounds and minor injuries.

Effect: Before allocating damage points to this unit, remove 1 damage point in its damage pool.

LEGENDARY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
WARRIORS OF RENOWN: Veterans of a dozen or more battles, these legendary warriors are famed for their resilience and sheer grit.

Effect: This unit has WARD (5+).

Passive
INDOMITABLE DEFENDERS: No quarter is given to those who would intrude upon the domain of these legendary warriors.

Effect: This unit has STRIKE-FIRST while it is wholly within friendly territory or contesting an objective you control.


Path of the Attacker

(non-HERO unit only)

ASPIRING: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Once Per Battle, Any Combat Phase
FULL-ON ATTACK: These warriors have forged a bond in the crucible of battle, and they instinctively know when to press home their assault.

Effect: Add 1 to hit rolls for attacks made by this unit this phase.

Passive
BATTLE FURY: Nothing can stop these warriors as they charge headlong into the fray.

This unit can use CHARGE abilities even if it used a RUN ability in the same turn.

ELITE: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Once Per Battle, Deployment Phase
HUNTER’S EYE: These elite warriors race forward, eager to be the first to draw the blood of their quarry.

Declare: Pick an enemy unit.

Effect: That unit gains the QUARRY keyword. Add 1 to wound rolls for attacks made by this unit that target the QUARRY unit.

Passive
MONSTER KILLERS: These legendary warriors are expert in the slaughter of monstrous foes.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons for attacks that target a MONSTER.

MIGHTY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
MIGHTY CONQUERORS: These fighters rest not until the lands of the enemy have been laid to ruin.

Eflect: Add 3 to the control score of this unit while it is contesting an objective controlled by your opponent.

Passive
FRENZY: When battle is met and the sounds of clashing blades ring out, these mighty warriors focus on nothing but the next kill.

Effect: This unit has WARD (5+) if it used a FIGHT ability in the same phase.

LEGENDARY: When a HERO on this Path gains this rank, pick 1 of the following abilities for them:
Passive
WEAPON MASTERS: These legendary warriors are renowned for their combat prowess.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons.

Passive
HONED GEAR: These warriors learned long ago that well-maintained arms bite deepest.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons.

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The warscrolls using WIZARD keyword can be found in the following Factions:

Order: Cities of Sigmar, Daughters of Khaine, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes.
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.
Chaos: Beasts of Chaos, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

The WIZARD keyword is used in the following warscrolls:

• Butcher

and others...
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits, mount traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once.
4.2 Lores
You can pick 1 spell lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore.

You can pick 1 prayer lore available to your faction. If you do, all PRIESTS in your army know all prayers from that lore.

You can pick 1 manifestation lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore, and all PRIESTS know all prayers from that lore.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether 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 for 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 considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
17.2 Mortal Damage
Some abilities inflict 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 (see 18.2 Allocating Damage).
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Determine the Underdog
Whichever player has the fewest victory points is the underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog, unless otherwise specified.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Obscuring
A unit cannot be targeted by shooting attacks made by enemy units that are not within its combat range if it is behind or wholly on this terrain feature, unless it has the FLY keyword.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit 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 that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The warscrolls using UNIQUE keyword can be found in the following Factions:

Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes, Sons of Behemat.
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.
Chaos: Beasts of Chaos, Blades of Khorne, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

The UNIQUE keyword is used in the following warscrolls:

• Karanak

and others...
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
1.3 Battle Profiles
The information you’ll need when building your army roster is found in each unit’s battle profile. The battle profile for a unit will be in the same publication as its warscroll (usually a battletome).

Battle profiles are regularly updated to improve balance. When we republish them, the new version takes precedence over versions with an earlier publication date or no publication date.

The warscrolls using HERO keyword can be found in the following Factions:

Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes, Sons of Behemat.
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.
Chaos: Beasts of Chaos, Blades of Khorne, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

The HERO keyword is used in the following warscrolls:

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

The warscrolls using HERO and WIZARD keywords can be found in the following Factions:

Order: Cities of Sigmar, Daughters of Khaine, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes.
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.
Chaos: Beasts of Chaos, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

The HERO and WIZARD keywords are used in the following warscrolls:

• Butcher

and others...

The PRIEST keyword is used in the following Blades of Khorne warscrolls:

18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.

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