Siege of Lethis

A three-part campaign pitting the Petrifex Elite against the beleaguered defenders of Lethis.

Books

BookKindEditionLast update
  Flashpoint Issue 507
  Flashpoint Issue 507White Dwarf4December 2024
  Flashpoint Issue 508
  Flashpoint Issue 508White Dwarf4January 2025
Flashpoint

Siege of Lethis

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)


Presented here is a two-player campaign in which the Petrifex Elite march upon the city of Lethis. Nagash has ordered that the settlement be razed to the ground, but its citizens are resolute and will defend their precious city until their very last breath.

HOW TO PLAY
Over the course of the campaign, the players will fight a series of three or four linked battles. The campaign uses the following rules in addition to any special rules listed in the battleplans themselves.

THE ARMIES
The players agree on a points limit for the campaign battles (we suggest 1500 points). One player will take command of the Petrifex Elite (Ossiarch Bonereapers) while their opponent will mobilise the brave defenders of Lethis (Cities of Sigmar).

If you have White Dwarf 506, the Ossiarch Bonereapers player can use the Petrifex Elite Army of Renown rules. If not, they can use the regular Ossiarch Bonereapers faction rules instead.

THE BATTLEFIELD
Before each battle, the players should work together to set up the battlefield to represent the realm of Shyish. We recommend using 8 terrain features, but feel free to use any number you deem appropriate.

TWISTS
Each battleplan includes a twist. Twists modify the gameplay in the battleplan, and they may provide additional means of scoring victory points.

BATTLE LENGTH
Each battle in this campaign lasts for 4 battle rounds.

FIRST TURN
In this campaign, at the start of the first battle round, both players roll off, and the winner decides who takes the first turn.

GLORIOUS VICTORY
Each battleplan explains how each player can win a victory. After each battle, read through the appropriate victory box, which will detail the outcome of the battle depending on whether the Petrifex Elite or the citizens of Lethis were victorious.

ENDING THE CAMPAIGN
This campaign continues in the next issue, where it will reach its thrilling conclusion. However, the players can choose to end the campaign after the third battle in this instalment, in which case the winner of the third battle wins the campaign.

ADAPTING THESE RULES
Don’t worry if you don’t have the armies for which this campaign has been written. Even though the campaign is themed around the Petrifex Elite taking on the citizens of Lethis, you can adapt the narrative to fit your armies.

Look through some Age of Sigmar literature about your army for inspiration, be it a Battletome or a Black Library novel. Their maps will provide potential locations for your battles, and their stories may reference cool enhancements or heroic traits that you could rewrite as bonuses for your army. Once you’ve done that, you’re ready to dive into the campaign!

What are Flashpoints?

Flashpoints are a series of articles that explore a particular region or war zone at a specific point in time. Flashpoints contain new rules along with stories and background about the setting, giving you plenty of opportunities to theme your games.
Battle 1

Tactical Retreat

Special Rules: The Lethis player can use the following ability in this battle:

End of Battle Round
ESCAPE ROUTE: The Lethisians must escape the clutches of the Petrifex Elite and raise the alarm at nearby outposts.

Declare: Pick a friendly unit that is not in combat and is within 3" of the escape route battlefield edge to be the target.

Effect: Remove the target from the battlefield. It has escaped.


TWIST
Soul-draining Sand: Each time a player makes a charge roll or run roll, for each 1 on the dice in that roll, inflict D3 mortal damage on the unit using the CHARGE or RUN ability.

GLORIOUS VICTORY
At the end of the battle:
  • If at least half of the units in the Lethis player’s army have escaped, the Lethis player wins a major victory.
  • If at least half of the units in the Lethis player’s army are on the battlefield, the Lethis player wins a minor victory.
  • If at least half of the units in the Lethis player’s army have been destroyed, the Petrifex Elite player wins a major victory.

Petrifex Elite Victory
Bones of the fallen are harvested to construct new warriors.

The Petrifex Elite player chooses 1 of the abilities below to use in the next battle of the campaign.

Once Per Battle (Army), Deployment Phase
SIEGE BREAKERS: These warriors have destroyed innumerable settlements.

Declare: Pick a friendly non-HERO PETRIFEX ELITE unit to be the target.

Effect: The target’s melee weapons have Anti-WATCHTOWER (+1 Rend) for the rest of the battle.


Passive
BODYGUARD: These warriors have been constructed to protect their general.

Effect: Add 1 to hit rolls for combat attacks made by friendly units that have not charged this turn and are wholly within 6" of your general.



Lethis Victory
Although fleeing was far from valorous, it will ensure that lives are saved.

The Lethis player chooses 1 of the abilities below to use in the next battle of the campaign.

Once Per Turn (Army), Any Movement Phase
EMERGENCY SHORING: These warriors hastily repair a watchtower.

Declare: Pick a Watchtower within 3" of a friendly INFANTRY unit to be the target.

Effect: Heal (D6) the target. That friendly INFANTRY unit has STRIKE-LAST for the rest of the turn.


Passive
LETHISIAN FORTIFICATIONS: The Lethisian watchtowers have defensive fortifications.

Effect: Friendly units have WARD (6+) while they are wholly within 3" of a friendly Watchtower.

Battle 2

Raze the Watchtowers

Special Rules: Two medium-sized terrain features must be set up as shown on the map. These terrain features are Watchtowers that can be destroyed. Each has the following profile:

MOVEHEALTHCONTROLSAVE
-12-4+
KEYWORDSWATCHTOWER


TWIST
Falling Masonry: Each time a Watchtower is destroyed, before removing it from play, inflict D6 mortal damage on each unit within 3" of it.

GLORIOUS VICTORY
At the end of the battle:
  • If both Watchtowers have been destroyed, the Petrifex Elite player wins a major victory.
  • If only 1 Watchtower has been destroyed, the Petrifex Elite player wins a minor victory.
  • If no Watchtowers have been destroyed, the Lethis player wins a major victory.

Petrifex Elite Victory
None can withstand the invincible armies of the Grand Necromystic.

The Petrifex Elite player chooses 1 of the abilities below to use in the next battle of the campaign.

Once Per Battle (Army), Your Hero Phase
UNSTOPPABLE FORCE: These war-constructs are designed to shatter the defensive lines of the enemy.

Declare: Pick a friendly non-HERO PETRIFEX ELITE unit to be the target.

Effect: For the rest of the turn, the target can use a RUN ability and still use CHARGE abilities later in the turn.


Passive
CONSTRUCTS OF WAR: Built for combat, built for destruction, built to annihilate.

Effect: Add 1 to hit rolls for combat attacks made by friendly HEROES that target an enemy HERO.



Lethis Victory
While its loyal servants stand, Lethis will never fall.

The Lethis player chooses 1 of the abilities below to use in the next battle of the campaign.

Once Per Battle (Army). Enemy Hero Phase
SOUND THE HORNS OF WAR: The warhorns signal the Lethis warriors to set their footing and bear weaponry, causing their enemy to consider the best point of attack.

Effect: Subtract 2 from charge rolls for friendly and enemy units for the rest of the turn.


Once Per Turn (Army), End of Any Turn
DESPERATE REINFORCEMENTS: To save their city, these warriors will sacrifice everything.

Effect: You can return D3 slain models to each friendly unit in combat.

Battle 3

Subjugate for Supremacy

TWIST
Undeath Permeates All: At the end of each turn, after scoring victory points, inflict 1 mortal damage on each unit on the battlefield.

GLORIOUS VICTORY
Victory points are scored as followed
  • The Petrifex Elite player scores 3 victory points at the end of their turn for each large table quarter that has more friendly units than enemy units wholly within it.
  • The Lethis player scores 2 victory points at the end of their turn for each large table quarter that has more friendly units than enemy units wholly within it.
When the battle ends, if a player has a victory point lead, they win a major victory. If the players are tied on victory points, the Lethis player wins a minor victory.

Petrifex Elite Victory
If this is the final battle of the campaign, the Petrifex Elite player is declared the winner of the campaign. If the battleplan presented in next month’s White Dwarf is to be used for the final battle, continue reading.

The corpses of the massacred warriors of Lethis are strewn across the blackened sand. Soon their bones will be harvested to repair damaged legionaries and war constructs. Yet this was not the final battle; Lethis’s death sentence is yet to be carried out...

The Petrifex Elite player chooses 1 of the abilities below to use in the next battle of the campaign.

Once Per Turn (Army), Start of Your Turn
TIRELESS TREAD: The Petrifex Elite never halt their advance, no matter how fierce the enemy's resistance.

Declare: Pick a friendly non-HERO PETRIFEX ELITE unit that is not in combat to be the target.

Effect: Roll a dice. On a 3+, the target can immediately use the 'Normal Move' ability as if it were your movement phase.


Passive
TOUGH AS STONE: Rare are the missiles that can pierce Petrifex armour.

Effect: Add 1 to save rolls for shooting attacks made by enemy units that target friendly PETRIFEX ELITE units that are more than 12" from them.



Lethis Victory
If this is the final battle of the campaign, the Lethis player is declared the winner of the campaign. If the battleplan presented in next month’s White Dwarf is to be used for the final battle, continue reading.

The Lethisian warriors take care to crush and splinter any intact bone they can find, lest it prove useful to their enemy. Whilst this battle was a victory, the Ossiarchs are relentless, and this will not be the end of their campaign. There is still much to be done to protect the city before the final conflict.

The Lethis player chooses 1 of the abilities below to use in the next battle of the campaign.

Passive
FEARLESS DEFENDERS: The people of Lethis seek shelter from Shyish's horrors behind sturdy, sanctified walls.

Effect: Add 3 to the control scores of friendly units while they are within 3" of a secure fortification.


Reaction: You declared the 'Rally' command
FOR LETHIS!: In the name of the Bleak Raven and the God-King, the defenders of Le this make their stand.

Effect: Make 3 rally rolls of D6 for each friendly Lethis unit that is not in combat and is wholly within 12" of the unit using the 'Rally' command.

Battleplan

The Siege of Lethis

For too long have the walls of Lethis stood, a bastion of Order amidst the darkness. That mortals survive and prosper in a land of death is an affront to the Great Necromancer. The city must be reduced to rubble!

ADVANCED RULES
In addition to the Core Rules, this battleplan uses the following Advanced Rules:
All rules refer to the Core Book (see General’s Handbook 2024-25)
OVERVIEW
A vast column of Petrifex Elite marches towards Lethis. The situation looks bleak for the Sigmarite city, but requests for aid were sent via fleet-footed messengers many days ago, and the city scouts report that defensive reinforcements are rapidly approaching. Without them, the city will undoubtedly fall.

It is a race against time. Can the Ossiarch Bonereapers break through the defences swiftly enough, or will the city reinforcements arrive to turn the tide of the battle?

If this battleplan is being used for the final battle of a campaign, the winner is crowned the overall winner of the campaign.

THE ARMIES
The players agree on a points limit for the battle (we suggest 1,500 points). One player takes command of the Petrifex Elite (Ossiarch Bonereapers), and the other player leads the warriors of Lethis (Cities of Sigmar).

The Ossiarch Bonereapers player can use the Petrifex Elite Army of Renown rules presented in White Dwarf issue 506.

THE BATTLEFIELD
The battlefield should be 44" x 60" in size and resemble the area outside the walls of Lethis, with hastily constructed fortifications and abandoned buildings. Set up 5 Area Terrain features (Terrain, 1.4) as shown on the map to represent the fortifications.

DEPLOYMENT
The Lethis player begins deployment.

FIRST TURN
The players roll off, and the winner decides who takes the first turn.

THE FORTIFICATIONS
At the start of the battle, each fortification on the battlefield is controlled by the Lethis player and is secure.

UNDERDOG TWISTS
At the start of each battle round, if either player is the underdog, they roll on their twist table.
D3PETRIFEX ELITE TWISTS
1Inexorable Advance: Friendly PETRIFEX ELITE units set up this battle round can immediately move D3". They cannot move into combat during any part of that move.
2Siege-breaking Catapults: Add 6" to the Range characteristic of ranged weapons used by friendly PETRIFEX ELITE units for the rest of the battle round.
3Fossilised Armour: Add 1 to ward rolls for friendly PETRIFEX ELITE HEROES for the rest of the battle round.

D3LETHIS TWISTS
1Blessed by Sigmar: Pick 1 of the following effects to apply for the rest of the battle round:
  • Add 1 to the power level of friendly LETHIS WIZARDS.
  • Add 1 to the power level of friendly LETHIS PRIESTS.
2Morrda’s Protection: For the rest of the battle round, each time you use the 'Wards Against Undeath' ability, you can re-roll 1 of the dice.
3Resolute Defenders: For the rest of the battle round, add 1 to save rolls for friendly LETHIS units that have not used a MOVE ability in the same turn or been set up in the same turn.

SPECIAL RULES
The Petrifex Elite player can use the following abilities in this battle:

End of Any Turn
STORM THE FORTIFICATIONS: The defensive outposts set up by the city's defenders are perfect staging posts for the siege - if they can be captured.


Declare: Pick a secure fortification that you control to be the target.

Effect: Roll a dice. On a 3+, that fortification is no longer secure and is seized for the rest of the battle.

Once Per Turn (Army), Your Movement Phase
THE COLUMN MARCHES ONWARDS: The number of Petrifex Elite warriors appears to be endless.

Declare: Pick up to D3 friendly non-UNIQUE units that have been destroyed to be the targets.

Effect: Set up replacement units more than 9" from all enemy units and either wholly within 6" of a battlefield edge in friendly territory or wholly within 3" of a seized fortification.


The Lethis player can use the following abilities in this battle:

Once Per Turn (Army), Your Movement Phase
WARDS AGAINST UNDEATH: The defenders have set up gun emplacements to hold back the advancing tide of bones.

Declare: Pick an enemy unit within 15" of a secure fortification that has no enemy units within 3" of it to be the target.

Effect: Both players roll 2D6. If the Lethis player’s roll is higher than the Petrifex Elite player’s roll, inflict an amount of mortal damage on the target equal to the difference between the rolls.

Once Per Turn (Army), Your Movement Phase
RALLY THE RESERVES: As warriors fall, more are brought forward from the rear ranks.

Declare: Pick up to D3 friendly non-UNIQUE units that have been destroyed to be the targets.

Effect: Set up replacement units more than 9" from all enemy units and either wholly within 6" of a battlefield edge in friendly territory or wholly within 3" of a secure fortification.


VICTORY POINTS
Victory points are scored as follows:

VICTORY POINTS SCORED
Will of Nagash: At the end of the battle, the Petrifex Elite player scores 10 victory points if there are any friendly Petrifex Elite units within 3" of the Walls of Lethis.
Seized Fortifications: At the end of each of their turns, the Petrifex Elite player scores 2 victory points for each seized fortification on the battlefield.
Deathbane: Each time a Petrifex Elite unit is destroyed, the Lethis player scores 2 victory points.
Secure Fortifications: At the end of each of their turns, the Lethis player scores 1 victory point for each secure fortification on the battlefield.
GLORIOUS VICTORY
At the end of the battle, if one player has more victory points than their opponent, the battle ends and that player wins a major victory. If the players are tied on victory points, the battle continues for additional battle rounds until one player has more victory points at the end of a battle round.

CAMPAIGN OUTCOME
If the battle was fought as part of a campaign, the winner is crowned the overall winner of the campaign.

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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.
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
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).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
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).
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
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

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

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

FAQ

Q:When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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

The non-HERO PETRIFEX ELITE keyword is used in the following Ossiarch Bonereapers warscrolls:

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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.
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 and they must lead a regiment. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

The INFANTRY and CITIES OF SIGMAR keywords are used in the following Cities of Sigmar warscrolls:

Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
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).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

Errata

Addenda: fought
Add the following definition:

‘fought: A unit has fought if it used any FIGHT abilities in the same turn.’
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.

FAQ / Errata

FAQ
Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.
Errata
19.0 STRIKE-FIRST and STRIKE-LAST
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-FIGHT Combat Phase abilities have been used’.
STRIKE-LAST
Remove the following text from STRIKE-LAST:
‘If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought, starting with the active player.’
STRIKE-LAST
In the glossary entry for STRIKE-LAST, remove ‘, starting with the active player’.
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.

The PETRIFEX ELITE HERO keyword is used in the following Ossiarch Bonereapers warscrolls:

Monster Hero
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

FAQ / Errata

FAQ
Q:Do models removed as a result of a unit being out of coherency count as having been slain?
A:
Yes.
Errata
Addenda: 18.3 Slain models
Add the following:

‘You must remove the fewest models possible to make the unit a single coherent group.’
Addenda: removed from play/removed from the battlefield
Add the following definition:

‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.’
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.
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).
The PETRIFEX ELITE keyword is used in the following Ossiarch Bonereapers warscrolls:

Monster Hero
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.
1.4.3 Area Terrain
Examples: Hills, Stormvault Terrain
Terrain Abilities: Cover
1.4 Terrain Types
Each terrain feature in Warhammer Age of Sigmar is one of the following types:

Before the battle begins, players must agree on which type applies to each terrain feature.
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.
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 CITIES OF SIGMAR and WIZARD keywords are used in the following Cities of Sigmar warscrolls:

The CITIES OF SIGMAR and PRIEST keywords are used in the following Cities of Sigmar warscrolls:

3.4 Unique Units
You cannot include the same UNIQUE unit more than once in your army. UNIQUE units cannot be reinforced.
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.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.

FAQ / Errata

FAQ
Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.
Errata
Addenda: 24.2 Replacement Units
Add the following:
‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.'
© Vyacheslav Maltsev 2013-2026