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The document outlines the Warhammer Age of Sigmar Spearhead game mode, which allows players to engage in fast-paced, tactical battles using self-contained army box sets. It provides a comprehensive guide on how to get started, including selecting armies, battlefield setup, and understanding the core rules and battle traits. The format is designed to be accessible for newcomers while offering depth for veteran players, with specific rules for 25 different Spearhead armies included in the publication.

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0% found this document useful (0 votes)
375 views152 pages

7 Yqdsp

The document outlines the Warhammer Age of Sigmar Spearhead game mode, which allows players to engage in fast-paced, tactical battles using self-contained army box sets. It provides a comprehensive guide on how to get started, including selecting armies, battlefield setup, and understanding the core rules and battle traits. The format is designed to be accessible for newcomers while offering depth for veteran players, with specific rules for 25 different Spearhead armies included in the publication.

Uploaded by

pedrotemp2025
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 152

Y V

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CONTENTS
SPEARHEAD ............................. 2 DEATH ................................... 84 ‘ 1’7
Ossiarch Bonereapers — Tithe-Reaper Echelon ...... 84
GETTING STARTED ........................ 4 Soulblight Gravelords — Bloodcrave Hunt .......... 88
Nighthaunt — Slasher Host ....................... 92
SPEARHEAD BATTLEPACK: FIRE AND JADE . 6 Flesh—eater Courts — Carrion Retainers ............ 96

A SPEARHEAD BATTLE .................... 10 DESTRUCTION ........................... 100


Orruk Warclans — Swampskulka Gang ........... 100
BATTLEPLAN: FIRE AND JADE ............. 12 Gloomspite Gitz — Bad Moon Madmob ........... 104
Ogor Mawtribes — Tyrant’s Bellow ............... 108
SPEARHEAD ARMIES .................... 14 Sons of Behemat — Wallsmasher Stomp ........... 112

ORDER ................................... 16 THE RULES ............ I................. 114


Stormcast Eternals — Vigilant Brotherhood ......... 16
Stormcast Eternals — Yndrasta’s Spearhead ......... 20 CORE RULES ............................. 116
Cities of Sigmar — Castelite Company .............. 24
Seraphon — Starscale Warhost .................... 28 SPEARHEAD GLOSSARY .................. 139
Lumineth Realm—lords — Glittering Phalanx ........ 32
Daughters of Khaine — Heartflayer Troupe ......... 36 SPEARHEAD REFERENCE ................. 142
Idoneth Deepkin — Soulraid Hunt ................. 40
Sylvaneth — Bitterbark Copse ..................... 44
Kharadron Overlords — Skyhammer Task Force ..... 48
Fyreslayers — Saga Axeband ...................... 52

CHAOS ................................... 56
Skaven — Gnawfeast Clawpack .................... 56
Skaven — Warpspark Clawpack ................... 60
Slaves to Darkness — Bloodwind Legion ............ 64
Blades of Khorne — Bloodbound Gore Pilgrims ..... 68
Disciples of Tzeentch — Fluxblade Coven ........... 72
Maggotkin of Nurgle — Bleak Host ................ 76
Hedonites of Slaanesh — Blades of the Lurid Dream. .80

PRODUCED BY THE WARHAMMER DESIGN STUDIO


With thanks to The Faithful and The Loretesters for their invaluable services.

Warhammer Age of Sigmar — Spearhead: Fire and Jade © Copyright Games Workshop Limited 2024. GW, Games Workshop, Warhammer, Warhammer Age of Sigmar,
Battletome, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive
likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording
or otherwise, without the prior permission of the publishers.

This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental.

British Caraloguing-in—Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only.

Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without adult
supervision. Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on the packaging.

Games Workshop Ltd., Willow Road, Lenton, Nottingham, NG7 2W8, United Kingdom

WARHAMMER.COM

:
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SPEARHEAD
The Age of Sigmar grows fraught. On horizons yonder, the forces of Chaos
loom, threatening to engulf the Mortal Realms in mayhem and violence
once more. In the wake of these troubling times, Spearhead forces are
dispatched across the realms to seek out ancient sites of power that still
reside deep within the uncharted hinterlands. Will you take up the call to
battle and lead a Spearhead force to victory?

Welcome to the world of Spearhead. In this game mode, players engage in


small-scale battles that are fast and tactical, suitable for newcomers and
veterans alike. In Spearhead, each army is available as a self—contained
box set, allowing players to quickly muster a force. In addition, Spearhead
battles are fought upon a compact battlefield, meaning you can set up a game
even with limited space. Spearhead uses specially tailored rules to ensure
that every battle is a tense and exciting affair that comes right down to the
final moments.

SPEARHEAD BOX SETS


Fighting a Spearhead battle could not be easier. Each player picks their
army by choosing one of the many Spearhead box sets available. Each of
these is a complete army, including all the miniatures a player will need
to do battle. The rules for 25 different Spearhead box sets (pg 16—113)
:.“at,n.”
are included in this book, allowing you to get stuck in as soon as your
models are assembled.

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SPEARHEAD BATTLEPACKS
Veteran players will notice similarities between the rules in Spearhead
battlepacks and those found in battletomes. However, they have been
tweaked to make sure they work specifically with Spearhead. This means
a battletome is not required to play Spearhead — all you need are the
Core Rules and a Spearhead battlepack, one of which you will find on the
following pages. This makes Spearhead the ideal format for newcomers to
Warhammer Age of Sigmar, as well as for players looking for a quick and
casual format with lots of re—playability and tactical depth.
'(2[VH VEIJS
SPEARHEAD AND BEYOND HOW SHOULD I BUILD
Once you have mastered one Spearhead army, you MY MODELS?
may find yourself looking for a fresh challenge. Some When assembling the miniatures in your Spearhead
players choose to ‘collect broad’ — this means picking box, you may find options to build one of two
up different Spearhead box sets to use with Spearhead different units. Check the Spearhead rules for the
battlepacks. Perhaps you want to see how a different army to see which unit to build.
faction plays in Spearhead, or you want to collect a
Spearhead army from each of the Grand Alliances: Many more units will have
Order, Chaos, Death and Destruction. options, such as adding a
champion, standard
Other players choose to ‘collect deep’. This means bearer and musician, ,‘
picking up further units from their Spearhead army’s or perhaps a special
faction to build an army they can use with different weapon or two. While
battlepacks, such as Path to Glory and Matched Play the rules for these options
battlepacks. If you choose to do so, picking up your have in most cases been
faction’s battletome should be your first port of call. simplified in Spearhead, we
still recommend you assemble
your units with these extras.
BATTLETOMES Not only will they look
Battletomes are the ultimate guide to the different glorious on the battlefield, if
factions of the Mortal Realms. Each is filled with you decide to use the army
detailed lore, inspiring artwork and awesome in other battlepacks, you’ll
showcases of miniatures. Crucially, they contain the be able to take advantage
faction rules and warscrolls you’ll need to use your of the additional rules Tree—Revenant Musician
army in most games of Warhammer Age of Sigmar. they provide! Sylvaneth

With Spearhead, setting up a game of Warhammer Age ofSigmar withfriends has never been quicker 0r simpler.
Iustputyour Spearheadforce on the table, shufi‘le your cards and getplaying!
GETTING STARTED

([VEIH VEIJS Below is a handy step-by-step guide to help you prepare for your first few Spearhead battles. Following these
steps will help you get up and running with Spearhead in no time!

1. PICK A SPEARHEAD ARMY


In Spearhead, players use a fixed set of units called a Spearhead army that has its own rules and warscrolls. Each ‘
has a corresponding box set that contains all the models you need (see Spearhead Armies, pg 6).

. Every Spearhead army has a


‘ Spearhead box set and a set of
i I ,, ‘ , Spearhead rules. On pages 16-113,
D[AR ll A M Ml. ' a .’ you can find the rules for 25 different
\(n m ~H.\1'\_IL
Spearhead armies.

. Hailing from one of Warhammer


Age of Sigmar’s many factions, each
Spearhead army offers not only a
different set of miniatures but a
unique theme and playstyle.

. The first page of each set of


Spearhead rules details the lore of
the army and the units that make
it up. It also showcases an example
of the army that has been built
and painted by one of the studio
members, showing how simple but
effective painting methods can
result in a glorious—looking army
of your own!

\ 2. CHOOSE A REALM BATTLEFIELD i


Spearhead battles are fought on realm battlefields. Each side of a realm battlefield is themed around one of the 1“
eight Mortal Realms (see Realm Battlefields, pg 7).
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3. PICK YOUR REGIMENT ABILITYAND ENHANCEMENT
Each Spearhead army has a choice of 2 different regiment abilities and 4 diiferent enhancements for your
general. At the start of the battle, you must pick 1 of each for your army (see Spearhead Armies, pg 6).
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0 Every Spearhead army has a set of


battle traits, regiment abilities
and enhancements.

The battle traits are rules and


abilities for your army that you will
use in every battle.

The regiment abilities and


m.cmam.h,,m
enhancements are picked at the start
M m.

. «w “m ' of every battle. You can experiment


with different combinations to
see what works best for you. Some
regiment abilities and enhancements
are better against certain foes, so
it pays to study the strengths and
weaknesses ofthe enemy before
making your choice!

, YOUR WARSCROLLS
u. rollslfor all the units used in your Spearhead army. A warscroll
as Nellas whatfleappns it is armed with and any special abilities it has.

, - - Every unit in a Spearhead army has


its own warscroll, where you can see
osruluun ItAIsC-DLL: sAiTfiJ’Ef‘BZHfi‘E‘BD its characteristics and weapons.
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~ .. _ ,, ,7 ,_ _ 7 . , _ 7 ' . Any unique abilities the unit can use


i " will also be found on its warscroll.

. At the bottom of every warscroll you ’ \


can find its keywords, such as HERO,
WIZARD, MONSTER or INFANTRY.

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‘ ‘ Spearhead battles usually lastat’} . fl .. rand a half. During the battle, the players will each try to score
' victory points, andatflat ' egthe‘EPlayerwith the most is declared the winner!
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,1
SPEARHEAD BATTLEPACK
THE CORE RULES
To play a game using this
battlepack, you’ll need
the Core Rules. The Core
..
’;'
FIRE AND JADE
Rules explain the basics of _.
Warhammer Age of Sigmar, 1. SPEARHEAD ARMIES
such as how to move your Each player in a Spearhead battle is the commander of a Spearhead army.
models and how to use A Spearhead army is a set of units that comes with its own rules and
abilities. You can find the warscrolls. You can find the rules for 25 different Spearhead armies on
Core Rules on pages 116-138. pages 16—113.

You don’t need the Advanced 1.1 ARMY COMPOSITION


Rules to use this battlepack. On the first page of every Spearhead army’s rules, you will find the army

llfi‘l ; Peggy . I} composition. This lists which units are included in the Spearhead army
and who the general is. Unlike other Warhammer Age of Sigmar armies,
‘t-)‘rl ‘1?" ."'.,l,- 1"“
the composition ofa Spearhead army is fixed and cannot be changed.

1.2 BATTLE TRAITS


Every Spearhead army has one or more battle traits. 'Ihese are powerful
and thematic abilities that apply to some or all of the units in the army.
For example, the ‘Holy Orders’ battle trait enables the Stormcast Eternals
to use powerful once-per-battle abilities to smite their foes, while the
‘Gnawhole Ambush’ battle trait allows Skaven warriors to arrive on the
battlefield behind enemy lines.

1.3 REGIMENT ABILITIES


Every Spearhead army has a choice of 2 regiment abilities, each of which
provides the army with a different strength in battle.

1.4 ENHANCEMENTS
Every Spearhead army has a set of 4 enhancements to pick from. These
are upgrades for the army’s general that make them more powerful in a
variety of ways.

1.5 SPEARHEAD WARSCROLLS


The warscrolls for all of the units in each Spearhead army are included
in this battlepack. Although Spearhead warscrolls are similar to
the warscrolls found in battletomes, they have been tailored to work
specifically with Spearhead and cannot be used with other battlepacks.
WIZARDS AND

mac w”.
. PRIESTS IN
I SPEARHEAD WARSCROLL '
SPEARHEAD

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with other battlepacks, it is , x \m- Mtn’l‘llfl'nl Pita»

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important to note the Magic (anxxdtmble damage simply a, bouncing on lap aflhm ‘
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module in the Advanced . 3 nadm: Ptckan enemy unit that any madzls m ll’lls unl|
3 passed across this phaseto be the target, then roll adicc 3
Rules (see the Core Book) is' 3‘ ' forearh model inthls unit that did so, 3

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not used in Spearhead. As a ‘ Ill: large!

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niiscasts (among other
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2. REALM BATTLEFIELDS
Spearhead battles are fought on realm battlefields. Once the players have
picked their Spearhead armies, they must agree on a realm battlefield to use.
Each realm battlefield comes with a matching Spearhead deck, along with a
battleplan that explains how to fight a battle on that realm battlefield.

A realm battlefield is 30" X 22" and double—sided, with each side


corresponding to a different Mortal Realm. The first realm battlefield is Fire
and Jade, which has one side representing Aqshy, the Realm of Fire, and the
reverse representing Ghyran, the Realm of Life.

3. SPEARHEAD DECKS
Spearhead decks are sets of cards that are used in Spearhead battles. Each Aqshy Twist Deck
realm battlefield has its own Spearhead deck. Each Spearhead deck consists
of 2 twist decks (one for each side of the realm battlefield) and 2 battle tactic
decks (one for each player).

m: builrruld

3.1 TWIST CARDS 1

Each twist deck is made up of twist cards. A twist is a special rule


that applies to the battle round being played. Each deck of twist cards
corresponds to a specific side of the realm battlefield.

3.2 BATTLE TACTIC CARDS


Each battle tactic deck is made up of battle tactic cards. The rules on
each are split into 2 parts: a battle tactic and a command. You can either
score the battle tactic at the end of your turn if you meet its conditions (to
gain victory points) or you can use the command on the card for a more
immediate benefit. You cannot do both, so choose wisely!

Each command will say when it can be used and what effect it has. After
the effect has been resolved, the card is discarded. You can issue multiple
commands to the same unit in the same phase.

‘1. SPEARHEAD BATTLEPLANS


Each realm battlefield has a corresponding battleplan. The battleplan is a set
of instructions on how to fight the battle and how to determine the winner.

You can find the battleplan for the Fire and Iade realm battlefield on
pages 12—13.

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5. TERRAIN
In every Spearhead battle, the armies fight around 2 large terrain features and 2 small terrain features.

Before the armies are deployed, each player will set up 1 large terrain feature and 1 small terrain feature wholly
within their territory. Each terrain feature has certain passive abilities depending on its size:

Large Terrain Feature: Cover, Obscuring, Unstable


Small Terrain Feature: Cover, Unstable

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 or has the FLY keyword.

OBSCURING: A unit cannot be targeted by shooting attacks ifit is behind or wholly on this terrain feature,
unless it has the FLY keyword.

UNSTABLE: Models can move across but cannot be set up on or end any type of move on any part of this terrain
feature that is more than 1" tall.

Ruined Domicile
(Large Terrain Feature)
Ravaged Shrine
(Small Terrain Feature)

Ravaged Shrine
(Small Terrain Feature)
Ruined Domicile
(Large Terrain Feature)
6. OBJECTIVES
In Spearhead battles, objectives are printed on the surface of each realm
battlefield (the objective is the whole circle, not just the symbol in the centre).

6.1 CONTESTING OBJECTIVES


In Spearhead battles, while a model is on an objective (wholly or
partially), it is contesting it.

Each objective is named after a mythical godbeast, as shown below:

oeacothioo ignax achema,

7. REINFORCEMENTS
Some units have the REINFORCEMENTS keyword. These units can be rUnits‘with the
brought back to the battlefield after being destroyed as replacement units ..BIB i . "EIiCEMENTs
(Core Rules, 24.2). key rd have this
iconin thextop-right
If any of your units have the REINFORCEMENTS keyword, you can use the - )corner of their warscrolls for
following ability: ease of use. ' a- ,

P Once Per Turn, Your Movement Phase / V E V V I


CALL FOR REINFORCEMENTS: A second wave oftroops enters the ‘ ' ’
. .

fray, replacmgthoselostto the rigoursofbattle. '1 l

. '7'“

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E Declare: Pick a friendly REINFORCEMENTS unit that has been destroyed. / ’ ‘.
l

i
1
Effect: Set up an identical replacement unit on the battlefield, wholly
E within friendly territory, wholly within 6" of the battlefield edge and .
E not in combat. . ”K?

E Each REINFORCEMENTS unit can only be replaced once. Replacement


units cannot themselves be replaced.

KEYWORDS CORE
A SPEARHEAD BATTLE
Below you can see a game of Spearhead that is underway. Upon the scorched plains of the Great Parch in Aqshy,
a force of Stormcast Eternals clashes with a Skaven clawpack that seeks to bring ruin to a Dawnbringer outpost.

a Flying units, such as these Prosecutors,


can soar directly over other models
and terrain, meaning they are very a
good at capturing objectives at the
last moment.

a This unit ofClanrats has


been destroyed but it can
return to the battlefield
because their warscroll has the
REXNFORCEMENTS keyword.

o Aplayer’s battle tactics are normally


kept secretfrom their opponent.

o The large terrainfeatures block


visibility, so units can hide
behind them — but notfrom
units with FLY!
avmva s
a Each Spearhead army has a general,
a powerful unit that has access to
enhancements. Here, a Lord-Vigilant
astride a Gryph-stalker is locked in a duel
with a devious Clawlord mounted on a
a The unit ofLiberators is contesting the
Gnaw—beast.
Dracothion objective in the centre of
the battlefield, but the Clanrats to their
flankarein agoodposition tochargeand a
swarm the objective. Each player has a hand ofbattle tactic
cards, which tell them what they should
be trying to achieve. Battle tactics can
instead be used as commandsfor a more
immediate benefit.

e The twist deck isplaced at the ,


side ofthe battlefield in reach /
ofboth players. Each battle
round, a twist card is drawn,
which can lead to interesting
opportunities or hazardsfor
eitherplayer. Generally, twists
favour the underdog.

. ‘ . . ‘ o Six-sided dice and measuring


. .i. I’ °E sticks (or tape measures) areyour
9 o .
r. o L._
' ‘ . .
-l . . .1 essentialtoolsinanyWarhammer 0 Becausehehasa rangedweapon

Q. . \‘ - ' . Age ofSigmar battle. The 3” .


is 4‘: . ‘ I measuringstickisperfectfor in theformofa WarplockMusket,
the Warlock Engineer can hang
measuring combat ranges.
back and shoot whilst also
contesting an objective.
BATTLEPLAN"
FIRE AND JADE

As the Hour of Ruin dawns, the fight to secure sacred sites and
geomantic nexuses rages fiercer than ever. It is in Aqshy and Ghyran
that the first battles of this new age are fought, each faction sending out
vanguard forces to take and hold these places of power in the name of
their deities — or even the godbeasts of myth. So unpredictable are these
frontiers of war that the [and itself can lend its blessing to the chosen or
send wracking curses against those who incur its wrath.

PRE-BATTLE SEQUENCE
1. Roll off. The winner chooses who is the attacker and who is the defender.

2. The attacker picks their regiment ability and their enhancement.


Then the defender does the same.

3. The defender chooses which side of the realm battlefield the players will
fight on: Aqshy or Ghyran.

4. The defender picks 1 of the deployment maps on the right and chooses
which territory belongs to which player.

5. The defender sets up their terrain features, followed by the attacker.


Each terrain feature must be set up wholly within friendly territory, more
than 6" from all other terrain features and more than 3" from both long
battlefield edges and enemy territory. Terrain features cannot be set up
" on top of the objectives (either wholly or partially).
TERRITORY B

, -. , :, ,

DEPLOYMENT
’ Do not deploy armies as described in the Core Rules. Instead, the attacker
sets up all the units in their army first, followed by the defender. Each unit
must be set up wholly within friendly territory and more than 6" from
‘4enemy territory.
km

‘ BATTLE LENGTH
The battle lasts for 4 battle rounds.

' SPECIAL RULES


PREPARING THE SPEARHEAD DECK
, This battle uses the Fire and Iade Spearhead deck. One player takes the
twist deck that corresponds to the side of the battlefield the players are
fighting on, shuffles it and places it face down next to the battlefield (the
other twist deck is not used).

. Then, each player takes 1 battle tactic deck, shuffles it and places it face
{down where they can reach it during the battle.

THY LIFE IS A WEAPON — WIELD IT WELL


’(IVEH VEI S

START OF THE BATTLE ROUND SEQUENCE


The following sequence is resolved at the start of SEIZING THE INITIATIVE
each battle round: If the player who went second in the previous battle
round wins the priority roll and chooses to go first,
1. If it is the first battle round, the attacker chooses who it is called seizing the initiative. When a player
will take the first turn. In any other battle round, the seizes the initiative, they do not draw any battle
players make a priority roll (Core Rules, 12.0). tactic cards for that battle round unless they are
the underdog and the difference in victory points
2. Determine the underdog (Core Rules, 12.0). between the two players is 5 or greater.

3. The twist card is drawn (pg 7).

4. The players draw battle tactic cards (see below). VICTORY POINTS
Each player scores victory points at the end of each of
5. Any abilities with the Start of Battle Round timing their turns as follows:
are used.
. Score 1 victory point if you control at least
TWIST CARDS one objective.
One twist card is drawn at the start of each battle . Score 1 victory point if you control two or
round. Follow the rules on it as soon as it is drawn. more objectives.
. Score 1 Victory point if you control more objectives
BATTLE TACTIC than your opponent.
CARDS . Score 1 victory point for each battle tactic you
At the start of the first completed this turn.
battle round, each
player draws a hand of
3 battle tactic cards. GLORIOUS VICTORY
The player with the most victory points at the end of
At the start of each
subsequent battle round,
each player draws battle
the battle is the winner. If the players are tied on victory
points, the battle is a draw. -wm..a
tactic cards until they once
more have a hand of3 battle tactic cards. Before they do
so, they can discard any number of battle tactic cards
in their hand. Cards are discarded face—up.
.: ““N

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we
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>
W
@ STORMCAST ETERNALS
E VIGILANT BROTHERHOOD
['11
> O O Only when the hordes of Chaos threaten to choke all life from the realms
U This Spearhead army consists does the God—King call upon the Vigilant Brotherhoods. These are elite
of the following units: formations led by Stormcasts of the Ruination chambers, warriors who have
seen battle so many times and whose souls have been so eroded that they are
GENERAL close to pure vessels of Sigmar’s will. Though their lack of humanity renders
9 Lord-Vigilant them ruthless, they are nigh incorruptible, their sense of selftoo diminished
on Gryph—stalker for Chaos to find true purchase. This allows them to traverse lands that are so
twisted that other warriors would soon wither or mutate upon entering them.
UNITS
O 1 Lord-Veritant Each Vigilant Brotherhood is led by a Lord—Vigilant. These masterful
O 3 Prosecutors commanders are hewn from centuries of service, and they tread the thin
9 5 Liberators line between preserving humanity and achieving victory at all costs. Each
is chosen by their Gryph—stalker mount, creatures born under the waxing
of the fell moon Dharroth and that can detect which Stormcast souls are
most resistant to entropy. Swooping above them come Prosecutors wielding
flaming sigmarite spears. Though each is an exemplar of Sigmar’s creed,
their exposure to the Cursed Skies has transformed them into shells of their
former selves, leading them to pursue the eradication of Chaos at the expense
of all else. A Lord—Veritant always accompanies each Vigilant Brotherhood,
keeping watch over the state of their comrades’ fading identities whilst
adding their considerable might to the force. The final element of the
Brotherhood is a core of Liberators, unyielding champions of Order who have
perished again and again in defence of the Mortal Realms.

'-.\' The Stormcast Eternals ofstudio editor Steve bear sigmarite armour with obsidian trim. The gemstone alsofeatures on
’ their bases, giving them a dark andforeboding appearance.
HOLY ORDERS
In theyearsbeforetheAgeofSigmarbegan,theStormcastEternalshonedtheirmartialskillsandtacticalprowessin j '
High Azyr, readying themselves to retake the Mortal Realms. They have fought ever since.

During the battle, you can use the following abilities:

0 Once Per Battle, Your Hero Phase

SHIELD OF AZYR: Roaring oaths to Sigmar,


these warriors are surrounded by an aura of
divine protection.
1 Once Per Battle, Your Charge Phase

STORM CHARGE: These warriors are driven


forward by theirfaith, ever eager to bring Sigmar’s
holy retribution to his enemies.
v . 4, \

'
B

Gs!-.VH HVH
Declare: Pick a friendly unit. Declare: Pick a friendly unit that is not in combat.

Effect: Until the start of your next turn, that unit Effect: That unit can use CHARGE abilities this turn
has WARD (5+). even if it used a RUN ability in the same turn.

1 Once Per Battle, Reaction: You declared a RETREAT ability X Once Per Battle, Any Combat Phase

STRIKE WHERE NEEDED: Thougho “en , BLAZE OF GLORY: As these warriors are struck
outnumbered by theirfoes, the StarmcaStEternals are down, Sigmar’s holy lightning wreaks devastation
accustomed to fighting on manyfronts andfocusing around them before they are called back to the
their efiorts where they will have the greatest impact. \ heavens to be Reforged.

. Used By: The unit usingthat RETREAT ability. Declare: Pick a friendly unit that is in combat.

Effect: No mortal damage is inflicted on‘thatunit by Effect: Until the end of the phase, each time a model
that RETREAT ability. I‘n‘ad‘dition, that unit can still in that unit is slain, make a vengeance roll of D6.
use CHARGE abilities this turn even thoug‘h‘itrused a On a 4+, inflict 1 mortal damage on an enemy unit
RETREAT ability. '- " - » " ' ‘ in combat with that unit.

, . ‘g" 5

la

, ‘ ' . ~ , 13‘-
’ . 't “ 2 _ _ t s , .-. m it» P; a.-. , , , .. ,. . ~y f1.

. '
HALLOWED SCROLLS: Sacred parchments MORRDA’S TALON: Enemies of the God—King \
inscribed with Sigmarite blessings adorn this warrior. know this weapon by name andfear its keen blade. ' ,,‘g ‘-

‘ Effect: Your general has WARD (5+). Effect: Your general’s Hallowed Greataxe has 'f
Crit (Mortal). _

2
QUICKSILVER DRAUGHT: This potion lends NULL PENDANT: This dark amulet holds magic 2;
uncanny speed to the one who imbibes it. within that can sap the resolve ofthe enemy. ‘1

Effect: Your general has STRIKE—FIRST this phase. Declare: Roll a dice for each enemy unit contesting f I
the same objective as your general. 1 -_
i

Effect: On a 2+, subtract the roll from the control ‘75, 1*


scoreofthatenemyunitthisturn. E

2
"WWW/hwy “a? ’3“ ~ ... is» » i ’6 i
i
3' 3,, i»
° SPEARHEAD WARSCROLL O

LORD-VIGILANT
III/\I X MELEE WEAPONS
ON GRYPH-STALKER

Attacks Hit Wound Rend Damage Ability


Hallowed Greataxe 5 3+ 3+ 2 2 -
CONTRO
Gryph-stalker’s Beak and Talons 3 4+ 3+ 1 2 Companion
The Lord-Vigilants are the
steadfast commanders of the X Once Per Battle, Any Combat Phase
Ruinat ion chambers. They wield
not only hallowed greataxes but DELIVER JUDGEMENT: This warrior orders
also centuries of experience, Sigmar’s wrath to be delivered unto their enemies.
leading the charge in the God-
King’s name. Like the rest of‘ ' Declare: Pick a friendly non—HERO unit wholly
their chamber, they struggle within 12" of this unit to be the target.
maintain their memories an“
empathy, though the Gryp Effect: The target can use 2 FIGHT abilities this
stalker mounts ridden birth: \‘ phase. After the first is used, however, the target
LordVigilants are rumour has STRIKE-LAST for the rest of the phase.
to slow the degradation 0 ,
their souls. This allows them ,
to strike a careful balance as x Your Hero Phase
merciless fighters and shrewd
commanders. Their ability to
PLAN THE ATTACK: With honed tactical skill,
the Lord Vigilant orders a Vitalpositian to be taken.
read the tides of battle borders
on the prophetic. They use
Declare: Pick an objective you do not control.
this to great effect in order to
deliver the judgement of the Effect: For the rest ofthe turn, add 1 to hit rolls
God-King, spurring their troops for combat attacks made by friendly units that
to redouble their efforts against
target enemy units contesting that objective.
key enemy strongpoints even as
they ride hard into the foe.

KEYWORDS HERO, CAVALRY

- SPEARHEAD WARSCROLL .

X MELEE WEAPONS Attacks Hit Wound Rend Dama_e Abilit


Staff of Abjuration 1 3+ 3+ 1 3 -

Anti—WIZARD
Long have the Lord-Veritants Judgement Blade 3 3+ 3+ 1 D3 (+1 Rend), Anti- . .
been known as the witchfinders 1‘
PRIEST (+1 Rend)’ 7
ofthe realms, their bright fires . 7
allowing them to judge the '
spiritual state of mortals - and
in the heat of battle, sendfort
a blast of cleansing flame into SENSE UNHOLYSORCERY: l CLEANSING FIRES. Erupting
the foe. Those who serve intth Gryph-crows are sensitive to spiritual ,farthfrom the Lord— Veritant5
Ruination chambers loo‘kn corruption and immediately alert I bruzier, a torrent ofholyfirc engulfs
only for corruption of th their masters whenever unholy the enemy.
but also any kind of sp tua‘
energies are nearby.
void. Blindfolded to bette Declare: Pick a visible enemy unit
the spirit-sight with whic Effect: This unit’s Gryph-crow is within 12" of this unit to be the
scry the souls of friehd an a token. This unit has WARD (5+) target, then make a chanting roll
foe, they are daunting figures,
while its Gryph-crow is on of D6.
known for their lack of mercy.
the battlefield.
At their feet bound faithful
Effect: On a 3+, roll a dice for each
Gryph-crows, creatures drawn
Ifyou make an unmodified ward model in the target unit. For each
to condemned beings.
roll of 1 for this unit, remove its 5+, inflict 1 mortal damage on the
Gryph—crow from the battlefield. ‘ target unit.

KEYWORDS HERO, PRIEST


MOVE

0 SPEARHEAD WARSCROLL 0

PROSECUTORS
HEALTH 2 ,.
‘ ”3+
1

1% RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability ~

CONTROL
Stormcall Javelin 10" 1 3+ 3+ 1 D3 -
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Though the Prosecutors once Stormcall Javelin 3 3+ 3+ 1 1 -
shone with the light of Azyr,
Be’lakor’s fell rituals forced a
great many of them to share
the skies with billowing clouds SKIRMISHERS: These warriorsfight in a
of Chaos corruption. Whilst
their unshakeable faith in the
dispersedformation.
we” l

God-King has afforded them ,« Efiect: This unit has a coherency range of2".
protection against the worst " I
effects of the Cursed Skies, their
exposure has left the majority? ‘1 1 Passive
_.p«t
of them hollow-eyed and eerily
quiet. Each Reforging claims HERALDS OF RIGHTEOUSNESS:
much more from these warriors ' Prosecutors speed across the battlefield in
than it does their kin. Now they . blurs oflight.
swoop alongside the Ruination
chambers, their crumbling Effect: When you make a charge roll for this
souls watched closely by their unit, roll 1 additional dice.
Lord-Veritants. To see them vent
their righteous fury in a death-
defying, breakneck charge is to
see something ofthe simmering
anger within.

KEYWORDS INFANTRY, FLY, REINFORCEMENTS fr

0 SPEARHEAD WARSCROLL 0

HEALTH X MELEE WEAPONS


LIBERATORS
Attacks Hit Wound Rend Damage Ability
CONTROL Warhammer 2 3+ 3+ 1 1 Crit (Mortal)_ p
Grandhammer 2’ 3+ 3+ 1 2 Crit (Mortal) '
Countless tyrants have fallen to
the Liberators. These staunch This unit has 4 Liberators armed with a
souls are the most famed Warhammer and 1 Liberator armed with
warriors of the Redeemer a Grandhammer.
conclaves; whether forming
implacable shieldwalls to defend
key strongpoints or expertly
wielding paired weapons, they a STALWART DEFENDERS;
are undeniably the soul of their
Liberatorsfiercelyguard the lands
Stormhost made manifest.
brought into Sigmar’s domain.
The iconic line infantry ofthe
Stormcast Eternals, Liberators Effect: Add 3 to this unit’s control
are depicted in a thousand
score while it contests an objective
statues and tapestries, their
wholly within friendly territory.
hammers raised and their Masks
lmpassive staring down with
intimidating intensity. Their
appearance has brought hope to
countless struggling townships
and beleaguered defenders
across the realms.

KEYWORDS INFANTRY, REINFORCEMENTS


@STORMCAST ETERNALS
YNDRASTA’S SPEARHEAD
0 0 The warriors under Yndrasta’s command ensure that the enemy overextend
This Spearhead army consists themselves before the killing strike is dealt. That deadly blow is almost
of the following units: always struck by Sigmar’s Huntress herself. It is her spear that plunges into
the heart ofthe enemy’s most monstrous champion, and it is her hand that
GENERAL raises their decapitated head to the skies to the thunder ofSigmar’s approval.
0 Yndrasta, the
Celestial Spear Yndrasta is one of Sigmar’s mightiest champions, her role to hunt down
the deadliest and most evil of foes. Her Spearhead formation works in two
UNITS distinct elements. The first is based around a small force of Vanquishers
Q l Knight-Vexillor that strike from the heavens in a blinding column oflightning. At their
O 3 Annihilators head, a Knight—Vexillor raises a magical Banner of Apotheosis to heal any
O 5 Vanquishers wounds they suffer, while a Stormstrike Chariot adds some serious punch to
O 5 Vanquishers their charge. When the foe musters a counter-attack, its commanders and
O Stormstrike Chariot warbeasts seeking to overrun the Stormcast Eternals infantry, the second
part of this dual assault descends in a blaze of force. Here the Annihilators
are in their element, their meteoric charge crushing all but the most
formidable foes‘ Yndrasta, waiting for the foe to reveal their hand, is often
the last to strike — and when she does so, she is quite capable of slaying even a
rampaging gargant with a series of pinpoint spear-thrusts.

‘Let the vengeance of the God-King blast these fools from


our sight. Attack."

— Yndrasta, the Celestial Spear


«1:; . . ,1.

SCIONS OF THE STORM


Upon. blessed bolts of lightning do the Stormcast Eternals
l ride to War, thefurious rumble ofthunder heralding
their arrival.

Yndrasta and your Annihilators unit are not set up


during the deployment phase. Instead, from the third
battle round onwards, they can use the following ability:

0 Your Movement Phase

l LIGHTNING-STRIKE ARRIVAL: With it clap


ofthunder, Yndrasta and her allies strike down onto
the battlefield.

Effect: Set up this unit anywhere on the battlefield


more than 6" from all enemy units.

KEYWORDS Coma

X End ofAny Turn

DRIVE THEM BACK: Not an inch is given to the DEFEND TO THE LAST: These fearless warriors
enemies ofSigmar. refuse tofall until their task is completed.

Declare: Pick any number of friendly units that are Effect: Friendly units have WARD (6+) while they are
both contesting an objective and in combat. contesting an objective you control.

Effect: Each of those units can make a pile—in move


(Core Rules, 15.3). For each unit that did so, pick an
enemy unit within 1" of it and roll a dice. On a 4+,
inflict 1 mortal damage on that enemy unit.

X Pasive

‘“().s”a1A3n.,"
THE PRIME HUNTRESS: Yndrasta relishes STRIKE WITH THE TEMPEST’S RAGE:
hunting the mightiest and most terrifying quarry. Yndrasta’s enemies know that to catch her gaze is to
be markedfor annihilation.
Effect: The Damage characteristic ofThengavar
(Yndrasta’s spear) is 2D6 for attacks that target Effect: Your general has STRIKE-FIRST if they
a MONSTER. charged in the same turn. 5».

F Once Per Battle, Your Movement Phase X Once Per Battle, Any Combat Phase

3 DAZZLING RADIANCE: Yndrasta’s god—touched HAWK OF THE CELESTIAL SKIES: The sight
brilliance can call stranded Stormcast souls into the of Yndrasta’s seraphicform inspires her warriors with
l fray once more. immeasurable resolve.

1 Declare: Pick your general to use this ability if they Effect: Until the end of the phase, add 1 to hit rolls
1 were set up this phase. for attacks made by friendly units while they are
wholly within 12" of your general.
‘ Effect: You can return 1 slain model to each friendly
I unit wholly within 12" ofyour general.

r‘—..V_ (,4 ,.. ‘ ._ _ , -.._ _


hue, r“:
“(NE

’12" 0 SPEARHEAD WARSCROLL 0

YNDRASTA
THE CELESTIAL SPEAR
'72 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability 2' '
CONTROL
Thengavar 12" 1 3+ 2+ 2 4 Shoot in Combat
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Yndrasta is Sigmar’s Huntress. Blade of the High Heavens 5 3+ 3+ 2 3 -
Her spear, Thengavar, is
steel-sister to the God-King's
own legendary polearm; when 0 Once Per Battle, Any Combat Phase
hurled, it seeks out her prey,
CHAMPION OF SIGMAR: Forged
piercing its monstrous heart
by Sigmar’s own hand, Yndrasta is
before returning to Yndrasta’s
grip. There are those who ‘ protected by a divine aura so patent
whisper that lifetimes of‘battle that swords and arrows simply rebound
have hollowed out Yndrasta of her.
soul and replaced it with
pitiless starfire , her divine " ‘ Effect: This unit has WARD (5+)
so intense it can protect he this phase.
even from the emanations of"
Chaos. Even other Stormcasts
mutter a prayer as she hunts the
deadliest preyin the realms,
for her transformation into
an unfeeling instrument of
vengeance sparks unease. Yet
she remains one ofSigmar’s
greatest champions, and her
might is questioned by none.

KEYWORDS HERO, FLY, WARD (6+)

0 SPEARHEAD WARSCROLL 0

HEALTH 71
STORMSTRIKE CHARIOT
RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability ~’ .
Great Stormbow 18" 2 3+ 3+ 1 1 - ‘
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Stormstrike Chariots are
Stormstrike Axe 3 3+ 3+ 1 1 -
potent linebreakers. When the
clarion call to attack sounds, Gryph-chargers’ Beaks and Claws 6 4+ 3+ 1 l Companion
they thunder across even'the
most rugged terrain, with the
archer in their carriage sending
killing shafts from their great- AZYR UNLEASHED: The impact
stormbow as they come. Th ofa Stormstrike Chariot on the
chariot’s most devastating charge can obliterate even the most
weapon, however, is itsvcharg’ durable ofshieldwalls.
As the charioteers buil '
speed, they draw the en ‘ Declare: Ifthis unit charged this
of Azyr to themselves tutti! phase, pick an enemy unit within 1"
crackling aurora surroun
ofit to be the target and roll a dice.
them. Upon impact into the , '
enemy lines, the Stormcasts Effect: On a 2+, inflict D3 mortal
unleash this energy in, ' damage on the target.
thunderous blasts even as they
strike out with axe and blade.‘

KEYWORDS
M 0v E

5 ll 0 SPEARHEAD WARSCROLL 0
\ /_

HI‘AlIl
J
2E)\3+

1 X MELEE WEAPONS
VANQUISHERS
Attacks Hit Wound Rend Damage

CONTROL
Celestial Greatsword 2 3+ 3+ 1 l

Vanquishers bear swords that


incorporate shards of celestium,
LIGHTNING STRIKES: Vanquishers utilise a stance that allows them to
a mineral that radiates the power ~
of foresight. This, combined with
make aflurry ofrapid strikes against a numerousfae.
their expert bladecraft, makes v
Effect: Add 1 to the Damage characteristic of this unit’s Celestial
them deadly fighters indeed. Th
Greatswords for attacks that target an enemy unit that has 5 or more models.
more foes they face, the highe
the toll they take.

KEYWORDS INFANTRY

' SPEARHEAD WARSCROLL G

ANNIHILATORS
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability

( ON lROL
rMetegri’crHammer 3 3+ 3+ 1 2

Clad in the thickest plate and U Any ChargejPhgs ,-


wielding weaponry hewn
; FORCE OF A FALLING STAR: As Annihilators build up momentum, their
from enchanted celestial
charge turns the shockwave oftheir arrival into a deadly hludgeoning assault.
rock, Annihilators shrug. ‘
ofl bolts and arrows as they
t Declare: Ifthis unit charged this phase and the unmodified charge roll was 8+,
charge forward with meteoric
pick an enemy unit within 1" ofit to be the target.
force. Those struck by them , p',
are bowled over even as the . .
Effect: The target has STRIKE-LAST this turn.
death blows rain down to _‘ -
finish thcjob.

KEYWORDS INFANTRY

hi0}. L
0 SPEARHEAD WARSCROLL 0
x 5"
6 ..l 3+ KNIGHT-VEXILLOR
5 X MELEEWEAPONS Attacks Hit Wound Rend Damage Ability l
CON l ROI. Sigmarite Warblade 4 3+ 3+

The Knight-Vexillors are 0 Your Hero Phase


warriors of unshakeable will,
proving themselves so many i BANNER OF THE REFORGED: When a Banner of I
times that they have been Apotheosis is planted, its energies healflesh and restore armour. l
i
entrusted with the sacred
Declare: Pick a friendly unit wholly within 12" ofthis unit to be l
standards of Azyr. These
relics, woven from star-silk by, '7 the target. i
Sigmarite saints, have the pow ‘
to restore the forms of those who Effect: Heal (D3) the target. In addition, add 3 to that unit’s
have undergone Reforg' control score until the start ofyour next turn.

KEYWORDS HERO, INFANTRY


@CITIES OF SIGMAR
(f[VH HVEJS CASTELITE COMPANY
6'
This Spearhead army consists
ofthe following units:

GENERAL
Q Freeguild Cavalier—Marshal
g Although, at its core, the tactical doctrine of Sigmar’s mortal armies
relies upon massed firepower and defence in depth, there are times when
Freeguild commanders must be more flexible. On occasions where the
deployment ofa full army corps is not viable, smaller formations such as
the Castelite Company will be dispatched to seize vital ground and defend it
against threats.

UNITS Commanded by an experienced Cavalier—Marshal who has displayed


9 10 Freeguild Steelhelms particular adaptability and initiative in the face of the enemy, a Castelite
Q 5 Freeguild Cavaliers Company specialises in absorbing the fury of an enemy attack before
9 1 Ironweld Great Cannon unleashing a devastating riposte in return. Freeguild Steelhelms form a
sturdy core, advancing into battle with shields locked together, relying on
discipline and faith to hold the line against whatever horror comes at them.
With this anvil in place, the process of breaking the enemy upon it can
begin. An Ironweld Great Cannon sends bone—shattering ordnance blasting
through the enemy ranks, while the Cavalier-Marshal leads a thunderous
counter—charge to sweep them from the field. Freeguild Cavaliers sing
Sigmarite battle-hymns as they crush the opposition beneath the grinding
hooves of their destriers or bash in their skulls with hammers and flails.

‘Steady yourselves, lads. Raise your shields and stir your spirits.
I’ve never lost a battle, and I don’t intend to start today.’

- Cavalier-Marshal Guillam Marcanrothe of Settler’s Gain

34. " i

Studio photographer Adam painted his Castelite Company in the proud livery ofSettler’s Gain in Hysh. We suspect that
there may be more than a trace ofaetherquartzvin their ration packs, thanks to their aélven benefactors.
avanuva s
,1 t 7‘ *1.

. Once Per Battle, Start of Battle Round }’


THE OFFICAR’S ORDER: Reading theflow of normal battle tactic card, with the exception that you
battle, a ranking Freeguilder dispatches an order that cannot use the command on it in the same phase it
could well turn the tide in the Sigmarites’favour. went back into your hand.

Declare: Pick a battle tactic card in your hand and Ifyou did not use the command on the card you
place it face-down separately next to your other battle separated, you can still score the battle tactic on
tactic cards. The information on it is still hidden it at the end of your turn as normal if you met its
from your opponent but make it clear which card conditions. Ifyou do so, discard it as normal. Ifyou
is separate. The card stays separate until you use neither used the command nor scored the battle
the command on it or score the battle tactic on it as tactic on the card, it automatically returns to your
described below. hand at the end of your turn.

Effect: When you use the command on that card, Designer’s Note: This ability essentially lets you
it is not discarded but returns to your hand. Your use a command <forfree’, butyou have to choose
opponent can check the information on it before it the command at the start ofthe battle round, so it
returns to your hand. The card goes back to being a requires some planning ahead!

71 Once Per Battle, Enemy Shooting Phase

FOR SIGMAR, CHARGE!: With their blade IRONWELD DISCIPLINE: With nerves ofsteel,
raised high, the Marshal signals the charge of the crew ofthe Great Cannon prepare tofire even as
the Cavaliers. enemies close in on all sides.

Declare: Use this ability before any CHARGE abilities Declare: Pick your Ironweld Great Cannon to use
are used this phase. this ability.

Effect: Friendly CAVALRY units that charge this Effect: It can use the ‘Shoot’ ability as ifit were your
phase have STRIKE-FIRST this turn. shooting phase.

FLASK OF LETHISIAN DARKWATER: HEIRLOOM BLADE: Wielded in countless


Sourcedfrom the lakewaters ofthe city ofLethis, battles, the edge ofthis blade is as keen as the day it
when this potion is carefully sipped, its black liquid was forged.
soothes the body and soul.
Effect: Add 1 to the Rend characteristic of your
Effect: Heal (D6) your general. general’s Master-forged Longsword.


BRAZIER OF HOLY FLAME: The torch borne by GLIMMERING: The glintingfacets of this
this champion symbolises the light ofcivilisation being tinyfragment ofMallus oflerfleetingglimpses of
carriedforth into the darkness ofthe wilds, a sacred the future.
act that emboldens those who march alongside them.
X
Effect: Each phase, you can re—roll 1 hit roll, or F
Declare: Pick a friendly Freeguild Steelhelms unit I wound roll, or 1 save roll made for your general. 3
within your general’s combat range. ‘\

Effect: You can return up to D3 slain models to


that unit.

‘ 0A.". a», _. a A .i ,. .. ../ “Mum. «“51“» «marvel» ‘mm—pe- arm”, (A MINDM» ’5: . A - .
0 SPEARHEAD WARSCROLL 0

HEALTH %
FREEGUILD CAVALIER-MARSHAL
RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
t
K

\ CONTROL Dragoon Pistol 10" 2 3+ 4+ 1 1 Shootin Combat {


X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability "
.
EveryCad“!li|e:r-[I)Viz]r;sha‘lj
‘ . ,
Master-forged Longsword 5 3+ 4+ 1 2 - ‘
aggezgvn:”Iii"; ‘20fightm Warhorse’s Steel—shodHooves 2 5+ 3+ - .,, 1 Companion
_ .,

the foe when they are at their \r W i


weakest. Nigh unstoppable on i
the charge, they gallop hard
into the enemy ahead ofthcir
soldiers, coll' sing battlelines oncoming enemy, Freeguild Marshals employ rousing
in a single dec VC attack even as oratory to inspire their soldiers to stand strong in the
they spur thei ellow Sigmaritcs name ofSigmar.
into battle with rousing calls to
action. Though they often carry Declare: Pick a friendly Freeguild Steelhelms unit

‘heweight Ola Dawnbringer wholly within 12” ofthis unit to be the target and roll
Crusade upon their shoulders, a dice.
they are inspiring champions
well used to leading byexample. Effect: On a 2+, pick 1;

On Your Feet!: Ifthe target unit is not in combat, you


can return D3 slain models to it.

Yield No Quarter!: Add 3 to the target unit’s control


score until the start ofyour next turn.

KEYWORDS

ununwmmnu-;-a-vx‘z-IAA,—In .u-u-n-—u

' SPEARHEAD WARSCROLL '

HEALTH 8><1+ 2 71
IRONWELD GREAT CANNON
RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
\ CONTROL 1/ Great Cannon: Cannonball 24" 2 4+ 2+ 2 D3+2 —
‘ Great Cannon: Grapeshot , 12" 5 3+ 3+ 1 2 -
The ““55“? “um-TY Picccs X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
known as Ironweld Great , .
Cannons act as the bastions
Crew 3 Tools and Sidearms 2 4+ 4+ — l -
ofthe Castelite formations.

shields affixed to the weapon's


fore, the crew tirelessly load and SHOT AND SHELL! The
reload their weapon to ensure engineers ofthe Ironweld
the barrage upon the enemy is Arsenal have developed diflerent
relentless. Should foes draw too ammunitionfor the Great Cannon
close, a muzzle full ofgrapcshot tofiret
will bring their charge to an
abrupt and gm)“ halt Effect: Each time this unit uses a
SHOOT ability, choose either the
Cannonball or Grapeshot weapon
characteristics for all the attacks it
makes with its Great Cannon The
Cannonball can only be chosen
ifthis unit has not used a MOVE
ability that turn.

KEYWORDS
0 SPEARHEAD WARSCROLL 0

3>/ FREEGUILD CAVALIERS


1 X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL t’ Cavalier Weapon 3 4+ 4+ 1 1 Charge (+1 Damage)
Warhorse’s Steel-shod Hooves 2 5+ 3+ - 1 Companion
The battlefield shakes as the
y cavalry ofthe Sigmarite 1- 3p? ,,, 7 Wife?!“

Wkeims‘xwfia—«A‘
es makctheir charge. No i‘ " -« i “‘ “a we
idlejnusters are the Freeguild DEVASTATING CHARGE: Thundering across the
Cavaliers but men and women battlefield, the Cavaliers build up momentum before
hardened bt’bmt’r experience smashing deep into the enemy’s ranks, laying about
“"1 kw" to take "l" theirwfiath themselves with blade, axe, hammer andflail.
on the enemies ofthe (ind-King.

~ are at their "105' Declare: Ifthis unit charged this phase, pick an enemy
fearsome‘when they ”as“ into unit in combat with it to be the target and roll a dice.
the toe at full speed, but they are

(mainly "0 Stranger-9 ‘0 hmtal Effect: On a 2+, inflict D3 mortal damage on the target.
attritional melees in which rider
and steed are expected to fight
for hours at a time without rest.

KEYWORDS CAVALRY

MOVE \ ‘ ’ ' ‘ ‘ ‘ .. ' ‘ ‘ K ' ‘ ‘ M‘ ‘ “ a ‘ ‘ “ " ‘ ‘ .. ‘ " ' ' ‘


5" / ' SPEARHEAD WARSCROLL ' .i
_ / 1

1X4+ FREEGUILD STEELHELMS ,


l

// ‘. l
“ 1 X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability “‘1
CONTROL ‘ Freeguild Weapon 2 . 4+ 4+ - l —

while the hardislogging U Your Movement Phase "


IIntlwldually
.'“."d j‘me'hd"? i‘” ““°”
outmalched by
CONSECRATE THE LAND: Bellowing Sigmarite 1i
the myriad mm” ”my face hymns, the Battle Priest who accompanies the Steelhelms
in mm mission u, make the purges the taint ofChaosfrom the land and consecrates it
realms, they have three things in the name offhe God-King.
on their side: discipline, gutsy _ _ _ . . .
determination and their faith Declare: lfthis unit is contesting an ODJCCUVC you
in 5mm”. With shields locked control that is not contested by any enemy models,
logetherand vmc joined in roll a dice.
song, they can prove a difficult _ _ ‘ _
prospect {m cm, the must Effect: On a 3+, that objective ls con51dered by you to
hardened killers. 'Ihc Battle be consecrated. Friendly units have WARD (6+) while
Priests who accompany them are they are contesting a consecrated objective. Ifyour
L"Wmian"1~‘>'~" “mg thC opponent gains control ofa consecrated objective, it is
lands tainted by (halls. and no longer consecrated.
lurning the innate power oi the
land In their advantage - even
il'il takes the sacrifice oilheir
C(Il“l'klthS-iII-llrlns I” (‘0 50.

KEYWORDS
@SERAPHON
STARSCALE WARHOST
@ fi Cold—blooded and enigmatic, the Seraphon are a merciless race. These
This Spearhead army consists reptilian warriors are utterly committed to their masters’ Great Plan, and
of the following units: any who interfere — intentionally or otherwise ~ with that cosmic design
are marked for obliteration. Often, it is a Starscale Warhost that will be
GENERAL dispatched to ensure the Plan’s continuation. Whether tracking down a
Q Saurus Oldblood on target marked for death by the esoteric slann or defending the enchanted
Carnosaur jungles in which the Seraphon dwell, these forces are more than a match for
their warm—blooded adversaries.
UNITS
O 5 Saurus Warriors Cohorts of Saurus Warriors are the heart of each Starscale Warhost. As
O 5 Saurus Warriors savage on the attack as they are formidable on the defence, they can excel
O 3 Kroxigor even when outnumbered. At their side lumber the Kroxigor; though these
towering brutes are primarily labourers, their immense strength makes them
well suited for battle, making red ruin of more stubborn adversaries. The
greatest weapon ofa Starscale Warhost, however, is its saurus overlord and
the monstrous Carnosaur upon which they ride. Coaxed from the deepest
jungles, Carnosaurs are living engines of destruction, capable of swallowing
warriors whole. Guided by the strategic instincts of the Oldbloods, a
Starscale Warhost is a brutal weapon in service of the Great Plan.

‘Warmbloods come. Warmbloods die.’

— Oldblood Groq

2‘5

"" a]? WI". 79 “\W


. Contrast paints and drybrushinghelped graphic designer Emma get the warhost ofOldblood Kor’loq'painted quickly.
‘5 . She envisions them as Starborne warriorsfilled with celestial rnagic, glowing with the veryfpower ofthe heavens.

2 ..a

:5!ng ‘“ 3%
2'1; teaser“: a; we
<3 Any Combat Phase

BEAST OF THE DARK JUNGLES: The perilous


jungles ofthe Seraphon are the huntinggrounds ofthe
mighty Carnosaur, a reptilian titan that strikesfear
and awe into the hearts ofits enemies.

Declare: Pick your general to use this ability if they


are in combat.

Effect: Pick 1 ofthe following:

Gargantuan laws: Pick an enemy unit in combat


with your general and roll a dice. Ifthe roll exceeds
that unit’s Health characteristic, 1 model in that unit
is slain.

Roar: Pick an enemy unit in combat with your


general. Subtract D6 from that unit’s control score
this turn.
Kroxigor

m. .

X Once Per Phase, End of Any Turn


PREDATORY FIGHTERS: These warriors bite TEMPLE-CITY GUARDIANS: Patrolling the
bloody chunks offleshfrom theirfoes in battle. lands on the outskirts oftheir domain, these defenders
will stop at nothing to see intruders driven back.
Declare: Roll a dice for each enemy unit in combat
with any friendly units. Effect: Friendly units have WARD (6+) while they are
wholly within friendly territory.
Effect: On a 3+, inflict 1 mortal damage on the unit
being rolled for.

. End of Any Turn


L H_ -
SOTEK’S GAZE: The eyes ofthis gilded war—mask ANCIENT STRATEGIST: This Oldblood has i ‘
resonate with the pitiless hunger ofthe Serpent God. centuries ofexperience in commanding'their cohorts.
With it, the Oldblood brutally cows lesserfoes.
Declare: Pick a friendly unit wholly within 12" of
Effect: Roll a dice. Add the roll to your general’s your general. You cannot pick your general.
control score this turn.
Effect: That unit can use the ‘Normal Move’ ability as
if it were your movement phase.

X Passive
e
BLADE OF REALITIES: Entrusted only to the THE WRATH OF CHOTEC: An ancient relic
mostformidable Oldbloods, this pan-dimensional removedfrom the deepest temple vaults, this gauntlet
weapon exists to bring about the end oftyrants. allows an Oldblood to channel thefull might ofthe
Seraphon’s solar god.
Effect: Add 1 to the Rend characteristic of your
general’s Relic Celestite Weapon. Effect: The Attacks characteristic of your general’s
Sunbolt Gauntlet is 6 instead of D6.

J
IQ“ ., ~.' 4' ”‘4... ..

7)""'o' ’0

. 0" 0 SPEARHEAD WARSCROLL '

\/
lit/5‘“
SAURUS OLDBLOOD
ON CARNOSAUR
‘7! RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
\_ CONTROL " Sunbolt Gauntlet 12" D6 3+ 3+ 1 1 Shootin Combat
"—r X MELEE WEAPONS Attacks Hit Wound Rend Damae Ability
As a sanrns ages, their body Relic Celestite Weapon 5 3+ 3+ 1 2 _

belie"? clendmorf("My h“
or war, an greater degr
Q Carnosaur’s Massive laws 3 4+ 2+ 2. r. . ,
3.. shrsvsmiflmifiw
Companion
oftactical skill are unloc
within them. They become able 1 Your Herovljltés
to orchestrate grand tlanking ' '' ' ‘ “’ '
attacks and sudden fem“, ANCIENT WARLORD: An Oldblood commands
though theystill act upon their saarian brethren with relentlessfocus and drive.
instinct above all. 'Ihey also "
grew m ““5055 the will not only Declare: Pick a friendly unit wholly within 12 ofthis
l0 wield the destructive relics unit to be the target. You cannot pick this unit. ,
otthe Old Onesbut to master ‘ , ' W
aCarnosaur_ahugebipedal Effect: Until the start ofyour next turn, add 1 to f,
monster otancient times. '[he charge r0115 for the target.
battle frenzy ot‘a (Tarnosaur is, ' '
ifanything. even greater than its
sanrus rider. and together beast 6 Passive
and master can tear apart even
BATTLE DAMAGED
the most terrible ofadversaries.
Effect: While this unit has 10 or more damage points,
the Attacks characteristic ofits Carnosaur’s Massive
laws is 1.

KEYWORDS

.. ’5‘. . . .. 4 ' “If" . _ .

0 SPEARHEAD WARSCROLL 0

SAURUS WARRIORS
MELEE WEAPONS Attacks Hit Wound Rend Dama e

Celestite, Club , 2 3+, 3+

'lhe saurus are the warrior


caste ot’the Sera hon race.
From the momentllheyemergc ORDERED COHORTS: Devoted servants ofthe Old
from the spawning pm,ls‘ they Ones, Saurus Warriors are as mtractable m defence as
are pared” adapted for their they are relentless upon the attack.

”ELSE: lcgllllylrflisedb.) Effect: Add 1 to save rolls for this unit while it is
vicious claws and teeth. . contesting an ObleCtive You contrOI-
are predators by nature, capable
ot'tighting with immense
savagei'y, yet though their
minds are focused entirely on
war, they are not mindless.
They share a bond with their
spawn—kin that goes beyond
words, allowing them to fight
with uncanny coordination and
discipline in the prosecution of
the Great Plan.

. 4.7..
K ' .u- "I"; dun-4

INFANTRY

g.»
' 'W?!" "o ' ‘ ' o '
0 SPEARHEAD WARSCROLL 0

HEALTH X MELEE WEAPONS


KROXIGOR
Attacks Hit Wound Rend Damage Ability
Drakebite Maul 4 4+ 2+ 1 2 —

Kroxigur are towering brutes,


spawned in aeons past to serve
BRUTAL BLOWS: Kroxigor
as the ph al labourers nfthe
Seraphon. lheir comparative swing their weapons in wide arcs,
lack ofintellect is ofl'set by their smashing aside a multitude affoes
primitive determination and. with each blowt
most ol'all, their terrifying
strength — strength that can Effect: This unit’s melee weapons
see them snatch an armoured have Crit (2 Hits) ifthe target unit
knight from the saddle and rip has 5 or more models.
them apart. When war calls,
the might ot'the Krox gor is
brought to bear against the
Seraphon’s enemies. Wielding
toothed mauls and hammers
that glow with celestial energies,
the Kroxigor demolish foes
with broad and punishing
swings while shrugging otftheir
panicked retaliatory strikes.

KEYWORDS INFANTRY
@LUMINETH REALM-LORDS
GLITTERIN G PHALANX
The culture of the Lumineth enshrines subtlety and precision over
This Spearhead army consists overwhelming force. While the aelves of Hysh can muster truly vast warhosts
of the following units: when necessity demands, this is seen as a needless and crass expenditure of
lives. Far better, they believe, to send small phalanxes of warriors to those
GENERAL places where their skills can have the greatest impact — be that eradicating
0 Scinari Cathallar some troublesome warband or burning a great white-flame rune of arcane
purification into the earth at a key nexus.
UNITS
O 5 Vanari Auralan Sentinels Auralan Wardens, armed with pikes of burning sunmetal, are the rock
9 5 Vanari Auralan Sentinels against which enemies break; they/do not fulfil this duty through crude
O 10 Vanari Auralan and bloody—minded endurance but rather by drawing upon the energies of
Wardens aetherquartz to speed pre—emptive strikes. Auralan Sentinels loose swift
Q 5 Vanari Bladelords arrows, bleeding the foe by precise degrees. Incautious usage of aetherquartz
has led to disaster in the past, and so each of these shining formations will
be accompanied by a single mote of darkness — a Scinari Cathallar, skilled in
turning the negative emotions stored within aetherquartz against the enemy.
Cathallars are protected at all times by the war—sages of the Bladelords, each
willing to give their life for the good of the realms.

‘We have already peered into the darkness of the soul. Our duty
spurs no fear in us — only resolve.’

— Asa’nai, the Veiled Sage

’Iheproudpinks,purplesandgreensofstudioschedulerandresidentchronomageStefs Lumineth wereinspiredby the


- cherry blossom trees ofSyars enchanted vales. Pinkalso happens to be herfavourite colour! .
.14

X Once Per Turn (Army), Your Hero Phase

FACETS OF WAR: The arts ofwarpractised by the POWER OF HYSH: Vanari can use their innate
Lumineth are subtle, precise and devastating. arcane abilities to empower their sunmetal weapons.

Effect: You must use this ability at the start of the Declare: Pick a friendly unit.
battle round. Pick 1 FACET OF WAR ability. That
FACET OF WAR ability can be used this battle round Effect: Roll a dice. On a 2+, until the start ofyour
but the other two cannot. next turn, attacks made by that unit score critical hits
on unmodified hit rolls of 5+.

U Once Per Phase (Army), Reaction: Opponent declared an KEYWORDS FACET OF WAR
ATTACK ability
X Passive
SHINING COMPANY: Numinous light shines
film this aelven formation, bedazzling the foe. LIGHTNING REACTIONS: Lumineth possess a
natural alacrity beyond that ofmost rivals.
Used By: A friendly unit targeted by that ATTACK
ability and that has not made a pile-in move this turn. Effect: When players are alternating picking units
to use a FIGHT ability, when it is your turn to pick a
Effect: Subtract 1 from hit rolls for the attacks that unit, you can pick 2 units instead of 1. Resolve the
target that friendly unit. second FIGHT ability immediately after the first.

KEYWORDS FACET OF WAR KEYWORDS FACETOFWAR

.. . _. *,

¢ Passive

ARCANE PROWESS: The Cathallar ofthis HEIGHTENED REFLEXES: The keen senses of
Glittering Phalanx keeps a hidden reserve of these warriors are second to none.
aetherquartz to bolster their sorcery in battle.
Effect: Add 1 to save rolls for friendly units that use a
Effect: Add 1 to casting rolls for your general. FIGHT ability immediately after another friendly unit
because of the ‘Lightning Reactions’ ability, until the
end of the phase.

Q Your Hero Phase 0 Your Hero Phase J

OVERWHELMING HEAT: The Cathallar PROTECTION OF HYSH: The caster opens their
summons oppressive heat to sup theirfoes’strength. arms wide, creating afield ofglowing energy that
protects all ofthe caster’s allies that are nearby.
Declare: Pick a visible enemy unit within 24" of your
general, then make a casting roll of 2D6. Declare: Pick a Visible friendly unit wholly within
12" ofyour general to be the target, then make a
Effect: On a 7+, halve the Move characteristic of casting roll of 2D6.
that unit until the start of your next turn and roll
a dice. Ifthe roll equals or exceeds that unit’s Save Effect: On a 7+, the target has WARD (5+) until the
characteristic, inflict D3 mortal damage on it. start Of your next turn.

1 Your Hero Phase


WAYSTONE: This sliver ofdark rock illuminates SPEED OF HYSH: The Cathallar magically
hidden paths around the bearer in stark relief. empowers their allies to move with light’s swifl‘ness.

Effect: Remove your general from the battlefield and Declare: Pick a visible friendly unit wholly within
set them up again anywhere on the battlefield more 18" ofyour general, then make a casting roll of2D6.
than 6" from all enemy units.
Effect: On a 5+, double the Move characteristic of
that unit until the start of your next turn.
KEYWORDS CORE

4....AM- ”A ~ _- , .__ ». M , Vammfiamwam, .wflge ‘ mu».


I.»

0 SPEARHEAD WARSCROLL 0

5 /\ts+ SCINARI CATHALLAR


2 . X MELEEWEAPONS Attacks Hit Wound Rend Damage Ability
CONIROL DespairingTouch 3 3+ 4+ - D3 -

It is the noble duty of . Your Hero Ph V ,


Catliallar to take the. — l l
anguish locked within spent DARKNESS OF THlE SOUL: Cathallars Wield the
mlmqum, and redirect it negative energy locked in aetherquartz as a weapon.

[lit-J12];:llhll‘tkll’ktll‘llfk‘iiilllstiliill; Declare: Pick an enemyunit within 12" of this unit to be


brilliance ol‘a Lumineth line. the target, then roll a dice.
capable of wielding despair itself
Effect: On a 3+, subtract D6 from the control score of the "
as weapon. 'lhe burdens ofa
,athallar forever mark them target unit this turn.
out from their fellows. for the
Lumineth area people who shun
emotion where possible. it is a
task that the Cathallars accept
without complaint; few know
better than they he dangers of
using aetherquarlz unchecked.

KEYWORDS

0 SPEARHEAD WARSCROLL 0

VANARI BLADELORDS
MELEEWEAPONS Attacks Hit Wound Rend Damage Ability
I‘
\ Sunmetal Greatblade: Perfect Strike 1 See below
CONTROL

Crit (Mortal);
Bladelords m “Honest the "1051 Sunmetal Greatblade: Flurry of Blows 3 3+ 4+ 1 l Anti-INFANTRY b
elite llumineth warriors Each ‘ i ‘ (+1 Rend)
has formed a deep connection ,4
with the essence oftheir weapon
and views combat as a seri of
elegant and artful equa s_
To kill Wm, the Pcrfccuy SWORDMASTERS: Vanari Bladelords adopt difi‘erentfighting styles
calculated cut or degree of depending upon the nature oftheir opponents.
force is seen as the greatest of
virti um um “In“ “use of Effect: Each time this unit uses a FIGHT ability, you must pick either the Perfect
egom 5L- uggm..disc.nem, they Strike or Flurry of Blows weapon characteristics for all the attacks it makes
say, but because it brings them with its Sunmetal Greatbladei In addition:
closer to true enlightenment.
maddmd‘ We as guardians Do not use the attack sequence for an attack made with Perfect Strike. Instead,
to the mag '(ll-lllL‘ S iari, roll a dice On a 2+, inflict 1 mortal damage on the target unit.
souls who share their quest for I
mental perfection and will give
their lives in service oftheir
honoured charges.
GUARDIANS: Bladelords are tasked with protecting the Scinarifrom harm.

Effect: While your general is wholly within this unit’s combat range, both this
unit and your general have WARD (5+).

KEYWORDS INFANTRY
0 SPEARHEAD WARSCROLL 0

HEALTH 71
VANARI AURALAN SENTINELS
RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
I

.
CONTROL Auralan Bow 18" 2 3+ 4+ 1 1 Crit (Auto-wound)
“ _-—— X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
'lhe how is considered a noble Vanari Dagger 1 3+ 4+ - 1 _
weapon in Lumineth society,
for the ability to send an arrow n Y ‘ ,
soaring through the radiant A \our Shommg Phase '
*k j‘éllpyeals grea‘lym “54‘?" LOFTED SHOTS: To strike a distant target, these ‘
sens'b'hm’ s doc? “Oldlng
the need to cl e with their
warriors paint
.
their bows to the sky before launching a ’
base adversaries. Sentinels are valley up high.
[:8 :‘erhm’y’ln‘Lhe\ E‘l'lirf'vefm Effect: Until the end of the phase, add 6" t0 the Range
flungfrfnm “n“ l Ll 8m
s mat a toethmngh the eye
characteristic of this unit’s Auralan Bows but subtract 1
_ _ . , .
{mm gm“ distance. “w“ bows from hit rolls for this units shooting attacks.
use a complex series of strings
that allow them to moderate
range and power. and their
'nes with the power
ot’Hy .t mbleottemporarily
blinding any toes who weather
their storm ot'sunmetal»
tipped arrows.

KEYWORDS

MOVE

6" O SPEARHEAD WARSCROLL ' .


\// i

1 /\ 4+ ‘ VANARI AURALAN WARDENS i


,/ \ ‘‘ x
1 X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability L
t , i
‘ CONTROL Crit (Mortal), {
w Warden’s Pike 2 3+ 4+ - l Anti—charge ;
The Auralan W dens are (+1 Rend) ?
the lynchpinsot'the anari {53) can 2
military. 'lhesephalanxe. of «X if}! (
skilled aelven warriors embody X Once Per Battle) Any Combat Phase “- i
3 the Tyrionictraditionsoftheir MOONFIRE FLASK: The High
people; they do not tlineh in . .
the face ot’danger» nor do they Warden carries aflaSkfiIIEd With a
hesitate to wield their pikes to burning silvery liquid that can be
impale oncoming enemies. The hurled at the mcommg enemy.
Wardens‘ strength is built upon . .
unity ofpurpose and a discipline Declare. ple an enemy unlt
that only those as Iongelived as in combat tNith this unit and that
theachescanhopemmm charged this turn to be the target, I
Empowered by the energies of then rOll a dice.
aetherquartl and the arcane . .
nioonfire entrusted to their Effed: On a 2+)1nfl1CtD3 mOYtal
High Warden, theyare the proud damage 011 the target.
fortre wall upon which the
forces ot'disorder break.

KEYWORDS
@DAUGHTERS OF KHAINE
HEARTFLAYER TROUPE
Eager for worthy kills to offer to their goddess, the most zealous disciples
This Spearhead army consists of Morathithaine set out in Heartflayer Troupes to massacre her enemies
ofthe following units: These Khainites are darting, blood—slick killers upon the battlefield,
eschewing heavy armour in order to maximise their dexterity and speed.
GENERAL Each Troupe is led by a Melusai Ironscale, most loyal of Morathi-Khaine’s
O Melusai Ironscale Scathborn guard. These serpentine champions are powerhouses in their own
right, viciously striking down foes with their keldrisaith staves or blasting
UNITS them from afar with bolts ofumbral magic. They are backed up by the
Q 5 Witch Aelves Melusai archers known as Blood Stalkers, who pick off opponents from a
O 5 Witch Aelves distance with preternatural skill, piercing hearts with enchanted arrows.
9 S Doomfire Warlocks
9 5 Blood Stalkers Surging forward to break through the front lines are the Doomfire Warlocks,
incinerating enemies with flames made of pure shadow before beheading
stragglers with their darkly gleaming scimitars. Throngs of Witch Aelves
scream in their wake, eager to commit murder in the name of their bloody»
handed goddess. These priestesses of battle place great religious import on
wanton slaughter, and they will relentlessly stab and slice until they are
stained as red as the corpses that surround them.

‘Let us gouge out the hearts of thesefools and ofier them to the
Bloody-Handed One!’

— Cariadra Hagg-Mawr

Lead rules writer Matt’s paint scheme is inspired by Celtic traditional colours, representinga Khainiteforcefrom the
Aelfgrove Wetlands othyran. He has applied blue warpaint to the skin ofhis aelves and used'plenty ofnatural shades.

36.
BLOOD RITES
Before battle, the Daughters take
part in holy rites ofblood—letting. g; QUICKENING BLOODLUST: The Khainites’ hearts
With each sacrifice, thefaithful 1 beat harder and their strides lengthen in anticipation ofbattle.
are imbued with afraction oftheir
goddess’sfurious power. Effect: Add 1 to run rolls for this unit.

a HEADLONG FURY: Reciting the catechism of Crimson


At the start of each battle round, all 2 Hate, the Khainites rush ahead in their eagerness to slaughter.
friendly units gain the Blood Rites
passive ability that corresponds to Effect: Add 1 to charge rolls for this unit.
the current battle round number, as
ZEALOT’S RAGE: The faithful draw the god ’5
shown in the table on the right (units
3 murderous spirit to the battlefield. -
keep all Blood Rites abilities gained
' in previous battle rounds). Effect: Add 1 to hit rolls for combat attacks made by this unit.

SLAUGHTERER’S STRENGTH: Khaine’s flock are


imbued with shocking strength.

Effect: Add 1 to wound rolls for combat attacks made by


this unit.

....a m a .a: . : 2: - -u Kw ~‘

0 Once Per Battle, Your Hero Phase U Any Combat Phase

MURDEROUS EPIPHANY: The Khainites are BLESSING OF KHAINE: Sacred rites have been
struck by a terrible vision ofthe Bloody—Handed God performed on this Melusai Ironscale by the priestesses
that drives their zeal to ever greater heights. ofthe temple, and it is said that she can bestow the
blessing othaine upon her sisters in battle.
Effect: All friendly units gain the Blood Rites passive
ability they would have gained at the start of the next Declare: Pick a friendly unit wholly within 12" of
battle round (they keep this ability for the rest of the your general. You cannot pick your general.
battle, but they do not gain it for a second time at the
start of the next battle round). Effect: Add 1 to ward rolls for that unit this phase.

'—
BATHED IN BLOOD: Yourgeneral draws vigour FUELLED BY REVENGE: This general inspires a
from the gore that splatters over her in battle. wrathful lustfor vengeance in her Scdthborn kin.

Effect: Each time a model is slain by your general, Effect: Add 1 to the Rend characteristic of melee
Heal (1) your general. ' weapons used by friendly Blood Stalkers units while
they are wholly within 12" of your general.

F Your Hero Phase


-

' FLASK OF SHADEMIST: Filled with an obscuring ZEALOUS ORATOR: Your general is a wild
mist harvestedfrom the Ulguan coast, when thisflask demagogue who inspires herfollowers tofight on in
is shattered, the battlefield is plunged into darkness. theface ofimpossible odds.

Effect: Until the end of the phase, subtract 1 from hit Declare: Pick a friendly unit wholly within 9" of your
rolls for attacks that target friendly units while they general that is not in combat. Roll a dice for each
are wholly within 12" of your general. slain model from that unit. .

Effect: For each 5+, you can return 1 slain model to ‘


that unit.
L LAAR- AAA AAA AAAAA. .4 A J
vv—vv—rv— r ‘ v-VYVY‘VV-

0 SPEARHEAD WARSCROLL 0

MELUSAI IRONSCALE
‘71 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL ‘ Keldrisaith 12" 2 3+ 3+ 1 D3 —
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Crafted from the souls ofaelves Keldrisaith 6 3+ 4+ 1 2 _
that blazed brightest with the
need for revenge, the Melusai
lronscales serve Marathi-

“l‘i‘i'w ‘ ““‘C W“ leaders ALL-OUT SLAUGHTER: The Melusai Ironscale exhorts


anion vst the Scathborn and are . . . .
f. . . their warriors to commit acts ofterrzhle bloodshed.
lerrii) ing martial champions
in theirown right. Each ofthe
Declare: Pick a friendly unit wholly within 12" ofthis unit
Scathlmrn is bound in loyalty
to be the target. You cannot pick this unit.
to Marathi ' aine, and they

”1“ “"5 ”"tSlde Effect: Until the start of your next turn, add 1 to hit rolls
,hchlcmpf‘ mm? llagg Nar‘ for combat attacks made by the target.
lhelr balelul magic is capable
of transforming their enemies
intn statues ul‘living crystal,
X End ofAny Turn
in which they remain forever
imprisoned at the agonising TURNED TO CRYSTAL: The touch ofan Ironscale can

1’0““ ("‘dt‘allt permanently transmute an enemy into a crystal statue.

Declare: Pick an enemy unit within 1" ofthis unit to be the


target and roll a dice.

Effect: On a 2+, inflict 1 mortal damage on the target.

KEYWORDS HERO, INFANTRY, WARD (6+)

1 LAAAAALAkA-A— AAA‘AAAA—LA A _. J
vv-V ~ vv vv r v—v—r it ,5

*::::¢:-**‘-, ‘**AV::::~_-' A "J


i 3
' SPEARHEAD WA SCROLL '
z
)—

:
LH
BLOOD STALKERS
:

‘72 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
\‘g: CONTROL . HeartseekerBow 18" 3 3+ 4+ 1 1 Crit (Auto-wound)
—— X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Drawing their ornate Scianlar 2 3+ 4+ _ 1 _
heartseeker hows, the slithering
Melusai archers known as
Blond Stal crs loose terrifyingly
accurate volleys. 'lheir bows are
HEARTSEEKERS: The blood-
carved from wood taken from
blessed arrows loosed by these
ashdusk tree, and
Melusai unerringly seek out the
their arrow re blessed by the
Hag Queens of their covert. Each enemy’s vital organs.
missile fir * l by these serpentine
Effect: Shooting attacks made

enchantmei raight towards


by this unit score critical hits on
an enemy ’s heart. unmodified hit rolls of5+ ifthis
unit did not use a MOVE ability in
the same turn.

KEYWORDS INFANTRY, WARD (6+)

L; L AAALA‘;A.._ -AALAAAAR44 A __ 3* A J
v-vvvv V- vvv v
LAAAAAA *A-fi- AAA ‘AAAA A4
vw—vw—vvw- r <

0 SPEARHEAD WARSCROLL '

DOOMFIRE WARLOCKS
/\
1 ‘71 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
7 CONTROL
Doomfire Crossbow 10" 2 3+ 4+ - l -
X MELEE WEAPONS Attacks Hit Wound Rend Dama_e Ability
[)oomfire Warlocks are expert Cursed Scimitar 2 3+ 4+ 1 l -
light cavalry, adept at harrying
flanks with crossbow fire or
Dark Steed’s Vicious Bite 2 5+ 3+ — 1 Companion
cutting down targets with their
cursed scimitars. They can ,/

harness the power of shadow,


hurling bolts ofblack flame to DOOMFIRE: The Doomfire
destroy their targets. Each is Warlocks hurl bolts ofhlazing black
branded with a painful rune flame at theirfoes.
upon their forehead, without
which they would gradually Declare: Pick a visible enemy unit
wither away, for the majority within 12" of this unit to be the
of males in the t nple-cities target, then make a casting roll
are born weak ofbody and
0f2D6.
spirit. These sigils greatly
amplify the Warlocks‘ magical Efiect: On a 6+, inflict D3 mortal
potential . allowing them to damage on the target.
cast searing bolts of magical
doomfire at those nearby.
but forever leash them to
Morathi-Khaine's service.

KEYWORDS

1_.._k *AAAAA AAk‘A A 1


VT , ‘ TV
vv-v-vv

I; \— *AAAAALM
vv-vw-vv—w r

O SPEARHEAD WARSCROLL 0

HEALTH X MELEE WEAPONS


WITCH AELVES
Attacks Hit Wound Rend Damage Ability
:

Plired Sciansa 3 3+ 4+ 1 Crit (Auto—wound)


CONTROL v.2

Witch Aelves are devotees


ot'bloodshed and murder,
FRENZIED FERVOUR: Witch
eschewing heavy armour in
Aelves hurl themselves at the enemy ‘
favour of nigh-supernatural
agility. As they charge headlong with nofear ofdeath, cutting down l
into the foe. they enter an foes in a whirlwind ofblades,
ecstatic killing frenzy. For the
Witch Aelves. battle is a sacred Effect: Add 1 to the Rend
ritual where they can truly characteristic Ofthis unit’s melee
express their devotion to their weapons ifit charged in the
Murder God. Each carries a same turn.
sciansa’, a holy tool tempered
in blood — one twist ofthis
notched blade causes extreme
pain as it slices through foes’
guts and severs their arteries in
a crimson spray.

KEYWORDS INFANTRY, REINFORCEMENTS, WARD (6+)

L +AAAA AAA AAA‘_LA‘_AA_L A; 4


v-v-v vvv r ‘ vvw wfiv
I @IDONETH DEEPKIN
SOULRAID HUNT
V " V A Soulraid Hunt is launched whenever the Idoneth Deepkin sense valuable
This Spearhead army consists souls for the taking and wish to harvest them as swiftly and subtly as
of the following units: possible. An Isharann Soulscryer leads the hunt to its quarry, travelling
along the eddying paths of the realms’ waterways before bursting upon the
GENERAL unsuspecting foe Without warning or mercy. Bands of Namarti Thralls circle
9 Isharann Soulscryer their targets like ocean predators, herding them like schools of panicked fish
with sweeping strikes from their lanmari blades, their own losses considered
UNITS to be of little importance when balanced against the greater Idoneth cause.
O 3 Akhelian Morrsarr
Guard With the enemy corralled, it falls t9,the noble Akhelians to deliver a killing
9 1 Akhelian Allopex blow. The ethersea shifts as streamlined forms slither through the air,
O 5 Namarti Thralls angling towards the foe with sinister eagerness. Their Fangmora Eel mounts
O 5 Namarti Thralls snapping eagerly, the Morrsarr Guard charge into the fray, lances crackling
with voltaic force as they punch through armour and flesh. In the cavalry’s
wake comes the razor-finned nightmare known as an Allopex, its powerful
jaws shredding its prey as an Akhelian rider fires shots from the harpoon
launcher fixed to its harness. Soon the ethersea is stained red with the blood
ofthe slain, and the aelves ofthe deeps can begin the process of harvesting
precious souls.

‘The ocean knows all secrets.’

— Lagaeous, Isharann Soulscryer

',‘ sv - I . .fivl: ‘31 g " '35., I“ .


_ Graphic designer Daniel’s Idoneth were inspired not only by the aqua and deep blue ofthe Ionrach enclavebut also by
‘J
animage hefound ofa deep—sea anglerfish. Be wary ofgazing on themfor too long — they might comefor your soul too!
H ”"7 AQ-xé '

GVH XV’
TIDES OF DEATH
The Idoneth Deepkin destroy their enemies like the relentless tides of a perilous sea, building up their attack to a
crashing crescendo and then receding to leave nothing but death in their wake.

In each battle round, all friendly units have the Tides of Death passive ability that corresponds to the current
battle round number, as shown in the table below.

9 LOW TIDE: The Idoneth move towards thefoe, their appearance eerily refracted and distorted.
1
Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

a FLOOD TIDE: The Idoneth attack suddenly, swirling around thefoe and trapping the unwary.
2
Effect: This unit can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

HIGH TIDE: The Idoneth smash into the foe with the speed and fury ofgale-blown waves.
3
Effect: This unit has STRIKE-FIRST.

a EBB TIDE: ,Theld 'r‘ Withdraw, fileaving-t enemy’s dead behind likeflotsam on a storm-
4' wracked beach. L, ‘ - ,<

Effect: This unit :Can us.


the turn. 7 ' ~

WAY OF THE CRESTING WAVE: The Thralls ETHERSEA PREDATORS: The deep-sea beasts
ofthis raidingparty have been trained in techniques these warriors ride are driven into a feeding frenzy
that see them strike like a tsunami. during battle.

Effect: Add 1 to the Rend characteristic of melee Effect: Pick a friendly CAVALRY unit that used a
weapons used by friendly Namarti Thralls units that FIGHT ability this turn. Heal (D3) that unit.
charged in the same turn.

ARCH-RITUALIST: This general is a master at STEELSHELL ARMOUR: This pelarlescent


manipulating the ethersea to conceal the approach armour ofiers uncanny protection, regardless ofthe
oftheirforces. strength behind the blows that strike it.
7/

Effect: Add 1 to rolls for your general’s ‘Ritual of the Effect: Ignore all modifiers to save rolls for your
Creeping Mist’ ability. general (positive and negative).

0 Once Per Battle, Any Combat Phase U Your Hero Phase

MIND FLARE: A brilliantpulse ofbioluminescence DELICIOUS MORSELS: This general carries with
suddenly illuminates the gloom ofthe ethersea, them rare crustaceansfavoured by Allopexes and
temporarily blinding those unpreparedfor it. Fangmora Eels.

Declare: Pick an enemy unit in combat with Effect: Heal (1) each friendly CAVALRY unit within
your general. your general’s combat range.

Effect: Until the end of the phase, attacks made by


that unit only score hits on unmodified hit rolls of 6.
.._,_... w ,

35' ‘. I ’J t

0 SPEARHEAD WARSCROLL 0

HEALTH 7‘t RA N G E D
ISHARANN SOULSCRYER
WE A PON s Ran ge Attac k5 '
Hit Woun d Ren d Dama ge A b'l'
1 it y

CONTROL Scryfish Shoal 10.. 8 5+ 5+ _ 1 Shoot m Combat,


Comanion
Reclusivealulmys riuuscwn X MELEEWEAPONS Attacks Hit Wound Rend Damage Ability
hy the standards oi the lsharann Abyssal Touch 3 3+ 4+ _ D3 _
caste. Soulsc ers are able to
sense the richest sources of
soulnstutl~ across the realms. U Your Hero Phase
'Ihey k their strange magies
RITUAL OF THE CREEPING MIST:
to navigate the utter darkness
This ritual beckons the chillingfogs ofthe
ol‘the deep places and blanket
the lands in creeping mists to ethersea to blind the enemy.
disorieut the foe. 'lheir eldritch
Declare: Pick a visible friendly unit wholly
senses allow them to guide other
Idoneth along hidden paths in within 12" ofthis unit to be the target, then
the realms’ oceans and rivers, so roll a dice.
that they can strike the foe from
unexpected angles.
Effect: On a 4+, until the start of your next
turn, the target unit cannot be targeted by
shooting attacks unless the attacking model
is within its combat range.

KEYWORDS

1‘5.” .‘A V ,. > -,'

' PEARHEAD WARSCROLL '

HEALTH X
AKHELIAN MORRSARR GUARD
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Voltspear 2 3+ 4+ 1 1 Charge (+1 Damage)
Fangmora’s Fangs and Lashing Tail 3 4+ 3+ 1 D3 Companion
Swift amt hard-hitting,
Morrsarr (in are the
X Once Per Battle, Any Charge Phase
shock cavalry otthe Akhelian
warrior caste 'lrried by their BIOVOLTAIC BLAST: The biovoltaic energy produced
fca ‘omcly swm Imlgmora Eel by Fangmom Eels is stored by Morrsarr Guard, ready to
steeds» ”‘0 low-“Cd "WWW“ be discharged as a bolt afforce when the time is right.
ot these elite riders strike with
devas ling, force. llnlcashinga Declare: Ifthis unit charged this phase, pick an enemy
cont‘i’mmtf‘d Pillft‘ Ofbiflmlmc unit within 1" ofit to be the target, then roll a number of
encrgl" "'1 ”“Paa' dice equal to the number of models in this unit.

Effect: For each 4—5, inflict 1 mortal damage on the


target. For each 6+, inflict D3 mortal damage on the
target. Add 1 to each roll ifthere are more models in the
target unit than this unit.

KEYWORDS
“V's—v». w.

0 SPEARHEAD WARSCROLL 0

HEALTH 7! RANGED WEAPONS


AKHELIAN ALLOPEX
Range Attacks Hit Wound Rend Damage Ability

Razorshell Harpoon Launcher 18" 2 3+ 2+ 1 3 Ann—MONSTER


(+1 Rend)

Allnpcx _ nruviciousprcdnlurs X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
nflhe deep known for their Barbed Hooks and Blades 4 3+ 4+ 1 1 _
voraciousappetites. s Akhclian _ _
hum“, [5‘ (he) ‘ “m”. Allopex’s Ferocwus Bite 3 4+ 2+ 2 2
still. honsling scylhc
nd deadly hn -mnunlcd
hnr mun lnnnchc: '
lt‘m-ll1cscl)lan - BLOODTHIRSTY PREDATORS: Allopexes are
and wilh good a : drawn towards the scent offreshly spilt blood.
as snun us il scents fresh blood.
an Allow enters a thrashing Effect: Add 1 to the Attacks characteristic ofthis
frenzy. tearing its prey limb unit’s Allopex’s Ferocious Bite if it is within 6" of any
from limb. damaged enemy units or ifit is within 6" ofany enemy
units that have had any models slain in the same turn.

KEYWORDS

1><5+ NAMARTI THRALLS


" X MELEEWEAPONS Attacks Hit Wound Rend Damage Ability
\ CONTROL 1/ Lanmari 2 3+ 4+ 1 1
Antl-lNFANTRY
(+1 Rend)

'Ihc cnrc infanlry ol'lhc ldnnclh


Deepkin. Nnmurli 'lhrulls
ndvnn inlnhnlllebrandishing
Inn ivc two-handed weapons SWEEPING BLOWS: Lanmu“
known as lalnnmri. DCspiIcl ' can cut through weaker opponents
blindness and lhc hell ol'lhcir ‘15 a“ AllDPex CW5 through a Shoal
hlndcs. lhcy whirl and chop with ' OfSCTyfiSh, or they can be used
iIL en grace. adapting their to inflict grievous wounds on 1
l
allacks In dual wilh whnlevcr inc larger enemies.
lhcy 111cc.
Effect: Add 1 to the Damage
characteristic ofthis unit’s I
Lanmari for attacks that target an
enemy MONSTER.
VFWVVVVWMVfifiVt wI
OSYLVANETH
'av HuVfias, BITTERBARK COPSE

,
;
}
This Spearhead army consists
of the following units:

GENERAL
, Q Branchwych
,1
. A Bitterbark Copse is a gathering of Sylvaneth that channels the spirit-song
of Alarielle’s warlike Summer Aspect to purge the enemies of natural law.
They are led by a Branchwych, a vengeful creature of bark and briar that
cleaves through foes with their scythe. Fiercely protective of both their forest
and their kin, each Branchwych wields verdant magic that allows them to
weave sundered Sylvaneth barkflesh back together or add a thorned edge to
their enchanted weapons.
UNITS
O 1 Treelord Alongside them stride the wood—sinewed warriors of the Copse. Kurnoth
Q 3 Kurnoth Hunters Hunters fire with devastating accuracy from the back lines. They are
Q 5 Tree-Revenants uniquely in tune with the vibrations of the realmroots, allowing them to
draw upon Alarielle’s might wherever they might be. Defending them are
the Tree-Revenants, fey beings imbued with the memories of their fallen
ancestors, who have ever sought to protect natural places of power. With
centuries of experience to draw on, they are martial experts, able to switch
between attacking and defending with natural fluidity. Each Copse is also
accompanied by a Treelord, an ancient arboreal giant. Each one has lived for
untold years, growing ever taller, wiser and more fearsome in battle.

‘Our enemies’ corpses shall nourish the lands that they


sought to destroy.’

— Branchwych Saoirsa
([VH uvgids
U Once Per Turn, End of Any Turn
LEY LINES: The Sylvaneth STRIKE AND FADE: These
draw strengthfrom natural sites warriors use the spirit paths to
ofmysticalpower. ambush the enemy before retreating
back into the shadows.
Effect: Heal (1) each friendly
unit that is within 3" ofany Declare: Pick a friendly unit that
terrain features. used a FIGHT ability this turn and is
within 3" of any terrain features, then
roll a dice.

Effect: On a 2+, remove that unit


, from the battlefield and set it up
‘ again so that each model in the unit is
within 3" of any terrain features and
more than 6" from all enemy units.

a: E}:. Z 5']2 t-] 3. U! H E H H I3154‘ ipg:iegigg§9t abilities.


1 Once Per Turn, Your Movement Phase

VENGEEUL SPIRITS OF THE LAND: The WALKERS OF THE HIDDEN PATHS: These
realm—spirits lingering around the ancient sites mysterious warriors walk the realmroots.
are roused to wrath and unleashed upon the
Sylvaneth’s enemies. I Declare: Pick a friendly unit that is within 3" of any
I.
' terrainfeatures
andnotincombat.
Declare: Pick an enemy unit that is contesting an
objective and roll a dice. Effect: Remove that unit from the battlefield and
l:
i;
‘ set it up again more than 6" from all enemy units.
Effect: On a 4+, inflict D3 mortal damage on that That unit cannot use MOVE abilities for the rest of
enemy unit. the phase.

EHANCEMENTSrgiygg ;. 1‘ fl. r. i '1} 3.


5 Your Hero Phase

1 REGROWTH: Yourgeneral channels an GNARLED WARRIOR: This Sylvaneth’s battle-


I invigorating bloom ofmagic scarred hide has turned aside countless blades.

‘ Declare: Pick a visible friendly unit wholly within Effect: Ignore negative modifiers to save rolls for
18" of your general to be the target, then make a your general.
> ‘ casting roll of 2D6.

’ ‘ Effect: On a 5+, Heal (D6) the target.


.‘

X Your Hero Phase U Passrve

TREESONG: Yourgeneralimploresthespiritsofthe SEED OF REBIRTH: Should its bearer everfall,

”$.gAe_ls,-a.wrn~”_-
wyldwoods to guide the blades oftheir allies. the seed will grant them new life.

Declare: Pick a Visible friendly unit wholly within Effect: If your general would be destroyed, before
12" of your general to be the target, then make a removing them from play, roll a dice. On a 3+, your
casting roll of2D6. general is not destroyed and any remaining damage
points inflicted on them have no effect. Then,
Effect: On a 7+, add 1 to the Rend characteristic of Heal (1) your general.
the target unit’s melee weapons until the start ofyour ‘
next turn.
'' .." " 5'3?
Fm.” V. ' ' ‘3’“{1‘ 1751" ' .. """.‘l;,.,r.'.'.2:.; '

0 SPEARHEAD WARSCROLL 0

HEALTH X MELEE WEAPONS


BRANCHWYCH
Attacks Hit Wound Rend Dama_e Ability

C NIROL
Greenwood Scythe and Bittergrub 3 3+ 4+ 1 D3 ,, , -__

Warrior matriarchs and P Your Hero Phase . ‘ ,


guardians ot'the Sylvanelh’s
i VERDUROUS HARMONY: The wizardplucks
legacy, Branchwy '
their kin to hattlei
reviving motes ofmagicfrom the air and uses them to
ot'sorcery and hi. renew the brokenforms offallen warriors.
ofth .
bittergrub tamiliars lt.
Declare: Pick a visible friendly unit wholly within 18"
bite their adversaries. ’Ihese ofthis unit to be the target, then make a casting roll
same weapons are used when of 2D6.
the lighting 's done to harvest
the life nice and memories Effect: On a 7+, you can return 1 slain model to the
from the Sylvaneth‘s fallen. It is target unit. Ifyou picked a Tree-Revenants unit, you
the duty ol'the Branehwyehes can return D3 slain models instead of 1.
torevivetheirkin iththe
verdurous harmonies ol'Ghyran
and, it’they fall. to plant their
lamentiri amidst the soulpod
grm .to allow Alariell ’s future
children to inherit the feelings
and experiences within them.

KEYWORDS

‘1 7'. 73$, .5. 553'?“ ' '.: .w A; "'

:‘mi ' 5. JPMEWJK " T‘i’ffifif 1‘55: ..“"’“~-:... .. e “”3“ 273:3: A; ' .,

0 SPEARHEAD WARSCROLL ' H ’j

HEALTH 71 RANGED WEAPONS Range Attacks


0
Hit Wound Rend Dama_e Ability
J

CONTROL
Strangleroots 10" 3 3+ 2+ 1 2 Shoot in Combat
X MELEE WEAPONS Attacks Hit Wound Rend Damae Ability
'l‘reelords stomp towards the Sweeping Blows 5 4+ 2+ 1 2 -
enemy with ea rthishaking
I' root. urrow
0 Massive Impaling Talons 2 4+ 2+ 2 , , 3 W WW-W ,
lhroughlhesoi t' astasarrows
through the air, exploding 0 Any Combat Phase
from the ground to rend and
GROUNDSHAKER: The earth quakes as the Treelard
stamps down hard, shaking the enemy’s wits.

one draws upon the Declare: Pick an enemy unit in combat with this unit to
ol‘several mortal lit . ' be the target, then roll a dice.
battle. 'lheir sheer puwe ind
dominance ot'the battlt eld Effect: On a 4+, the target has STRIKE—LAST this phase.
allows smaller Sylvaneth kin to
dart around them and pick apart
flounderingenemyform; ons. 9 Passive
The great strength and wisdom
BATTLE DAMAGED
of elords often sees them act
as he ea ruins and champions
Effect: While this unit has 10 or
at each wargrove. more damage points, the Attacks
characteristic of its Massive
Impaling Talons is 1.

KEYWORDS MONSTER

’ “ '" ’ ‘-~:‘:“:itf 2751" .f°“"2t."!;:a:.-...';,..:e.‘-.


~".,~ , .-
E “l .35

0 SPEARHEAD WARSCROLL 0

KURNOTH HUNTERS
HEALTH ‘71 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability “ =;
CONTROL Kurnoth Greatbow 18" 2 3+ 3+ 1 2 - .f
‘ ' X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Champions amongst the forest Vicious Claws 3 3+ 3+ _ 1 _
kindred, each Kurnoth Hunter
is skilled in the use ofa variety
olenchanted weapons, among
them a greatbow the size ofan ENVOYS OF THE
artillery piece. ’lhe first ofthese EVERQUEEN: Kurnoth Hunters
ferocious warriors was planted
after Marielle came into her can Chain/tel qucn‘m Ofthe”
summer aspect, imbuing her goddess s dzvme power through ,r
chosen envoys with the tenacity those sites that resonate wzth ‘
and strength required [or war. the realmroots.
'lhey are particularly in tune
with the realmroots, allowing EfieCt3Whi1€lhlS unit iS
them to sense the Everqueen’s contesting an objective, friendly
will and convey orders to their units contesting that objective
kin. During battle, Kurnoth have WARD (6+).
Hunters armed with bows will
dig their roots into the ground
and fire into the enemy's lines
tirelessly, weathering any
oncoming storm.

KEYWORDS

~. .:_y-¢;:'- 4" .. 3-1“. ‘:y;«-“ ,7,

0 SPEARHEAD WARSCROLL -

TREE-REVENANTS
HEALTH X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability ‘
CONTROL W,
ngnch‘aflnted‘Blade 2 3+ ,.,,,,V,,,4,+,,. _1W 1 — "

'lhe 'l'ree-Revenants move with X Any Combat Phase


flowing grace, flickering along MARTIAL MEMORIES‘ Tree-
the spirit paths to carve their ' ,
way through the enemy’s ranks. Reverrants can draw on centurzes of
Their highly ritualised way of “Palm“? When they go to war.
war lends them a lethal speed . .
and skill that few enemies can Efied' Ple 1 Ofthe followmg
stand against. Each one has a “feds to apply to this unit
lamentiri at their core, :1 ed ”115 phase:
imbued with the memories , .
and experiences ofthose who Memories of War: Add 1 to hlt
came before. 1mg allows the rolls for attacks made by this unit.
Tree-Revenants to accumulate ,
multiple mortal lifetimes’ Memories PfPef‘C‘“ Add 1 to save
worth ofmartial memories, r0113 for thls umt'
strengthened by their eternal
desire to protect their homes
and kin.

KEYWORDS
a KHARADRON OVERLORDS
SKYHAMMER TASK FORCE
. f ' ‘ . The Kharadron naval doctrine emphasises the swift and decisive application
This Spearhead army‘ consists » of intense firepower in order to seize profitable territory. On occasions
. of the following units: where it is infeasible to deploy the full might of their sky—fleet in order to
‘ achieve this purpose, a Kharadron Admiral will often take charge ofa single
GENERAL Arkanaut Frigate and a carefully selected retinue of trusted aeronauts,
Q Arkanaut Admiral forming a heavy—hitting ad—hoc formation known as a Skyhammer
Task Force.
UNITS
Q 5 Arkanaut Company The success of a Skyhammer Task Force relies first and foremost on the
(incl. Skypike) wondrous war machine that is the Arkanaut Frigate. As the vessel descends
O 5 Arkanaut Company from the skies, it unleashes a hail of armour—shredding firepower, clearing
(incl. Light Skyhook and a landing zone for the Arkanauts rappelling down from its gunwales. The
Aethermatic Volley Gun) Admiral commands this ground party personally, bellowing orders and
Q 3 Skywardens blasting at the foe with their volley pistol, while airborne, endrin-clad
§ 1 Arkanaut Frigate Skywardens sweep the skies clear of threats. Once a foothold has been
secured, the Frigate will swoop back in, slowing long enough for Arkanauts
to tether themselves to its hull, hitching a ride on the vessel in order to
outflank and plunder the next enemy position.

‘Give me a single Arkanaut Frigate and I can bring down a city.


Give me a dozen and I can conquer a nation.’

— Admiral Rodran Grumborg of Barak—Nar

-Rules writer limbo optedfor bold red—andwhite livery for his Skyhammer Task Force, which is led into battle by the
redoubtable— and ill—tempered— Admiral Erzkssen of Barak 'Ihryngf
., wry”?
. »

m. Hair? “3-. V
1 Reaction: You declared a non-CHARGE MOVE ability for an Arkanaut Frigate
PLY_ THE SKIES: The Kharadron rule the skies of the realms with fleets
offearsome airships crewed by hardened duardin.

Used By: The Arkanaut Frigate that is using that MOVE ability.

Efl’ect: Pick a friendly INFANTRY unit that is wholly within the combat
range of that Arkanaut Frigate and not in combat to be transported.
Remove that INFANTRY unit from the battlefield. Then, when the
Arkanaut Frigate ends its move, set up the INFANTRY unit on the
battlefield again, wholly within the combat range of the Arkanaut
Frigate and not in combat. A unit cannot use CHARGE abilities if it was
transported in the same turn.

1 Once Per Battle, Your Movement Phase

ASSAULT BOAT: The speed and manoeuvrability DISENGAGE: At an ofi‘icer’s command, the vessel
ofthe Arkanaut Frigate allows it to deliver Arkanaut disengages with all guns blazing.
Companies directly into thefray.
Declare: Pick a friendly Arkanaut Frigate to use
Declare: Pick a friendly unit that was transported this ability.
this turn to use this ability. l
Efl'ect: lfthat unit uses a RETREAT ability this phase,
Effect: That unit can still use CHARGE abilities later no mortal damage is inflicted on it and it can still use
in the turn. SHOOT abilities later in the turn.

«mega : a 4 f“
p 0 Once Per Battle, Any Hero Phase

MASTERWROUGHT ARMOUR: 'Ihis Admiral ’s FLASK OF VINTAGE GOROGNAzThis rare


finely crafted suit ofarmour is the acme ofthe duardin drink is said to be goodfor whatever ails you.
armourer's art.
Effect: Heal (D6) your general. t!
Effect: Your general has WARD (6+).

1 Once Per Battle, Reaction: You declared a CHARGE :


ability for a unit wholly within 12" of your general
LEAVE NO DUARDIN BEHIND: With a l
THERE’S NO REWARD WITHOUT RISKE _. rousing speech, the Admiral rallies his crew and steels .
Under the command of theirAdmiral, the crew close their resolve. ‘
in on their prize without a moment’s hesitation.
Declare: Pick a friendly Arkanaut Company unit
Effect: You can re—roll the charge roll for that wholly within 12" ofyour general and roll a dice for
CHARGE ability. each slain model from that unit.

Effect: For each 4+, you can return 1 slain model to


that unit.
\AQ. 0 SPEARHEAD WARSCROLL 0

\HEALTHA
/

6 /\3+ ARKANAUT ADMIRAL


2 ‘71 RANGED WEAPONS Ran_e Attacks Hit Wound Rend Dama_e Ability
my CONTROL Masterwork Volley Pistol 10" 3 3+ 3+ 1 2 Shoot in Combat
X MELEE WEAPONS Attacks Hit Wound Rend Dama_e Ability
lnaut Admirals are the Skalfhammer 3 3+ 2+ 1 3 -
en mi ol’lhe ‘yrports‘ otlicer
t d leaders and
-ned veterans oil!
thousand aerial engagements ALWAYS TAKE WHAT YOU ARE OWED:

“1““?1’00")I'lg‘:‘::‘l'::;:::: Following the decrees ofthe Code, theAdmiral directs

deeds in the search for profit. theirfleet m thepursult ofpmfit and glory.
Arm” “"m “" “mm” "an“! Declare: Pick a friendly Arkanaut Company unit
'll“ ‘stl; l: I‘._'_"\ . l .. . ,
m Ll P” O m“ ”1mm wholly Within 12 of this unit to be the target.
alether-powe lskalthammer,

Hwy lead by “ “ml’lc' ""Shing Effect: Add D6 to the target’s control score until the
s Ills and bla ‘n 1 smokin I
. . 1‘ 2' start of your next turn.
craters in any toes that stand
between them and their
next big score.

KEYWORDS HERO, INFANTRY

wow: a menu

0 SPEARHEAD WARSCROLL '

ARKANAUT FRIGATE
”K RANGED WEAPONS Range Attacks Hit Wound Rend Dama_e Ability
@ Heavy Skyhook 24" 2 4+ 3+ 2 D6 -
w Aethershot Carbines 12" 4 3+ 3+ 1 2 Shoot in Combat
“W “mm-*1 ' NC Pmfilc Ufa" MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
A rkanaul ate set a vainst
, ht refitly ,, — 77777778” ,, 4+7 4+ - l , , m- , ,
"All ' l by the Kharadron's ' ‘
enemies. who know all too Q Passive
well the de ng lirepower
theseairship.‘ sess and BATTLE DAMAGED
the lighting .1 ot‘the sky— ' ' “ W " . , Effect: While this unit has 10 or more damage points,
sailors lhev ' ' '. ' i " -, ’ " the Attacks characteristic ofits Heavy Skyhook is 1‘

weapon platforms _~ , ; -
launch bli. tring attack runs ’ : ._ x Once Per Battle, Your Movement Phase
upon enemy formations with
harpoon—like skyllooks and BOMB RACKS: This skyvessel carries a variety of ‘
expertly deployed munitions V i g bombs that can be dropped onto the battlefield below to
from their bomb racks, before ' . _ . ._ ‘ obliterate ground targets.
swooping in low to disgorge ‘
companies ot’ hardrbitten Declare: Pick an enemy unit that this unit passed across
Arkanants into their midst. this phase to be the target, then roll a dice.
maximal
Effect: On a 2+, inflict D3 mortal damage on the target.

WAR MACHINE, FLY


' SPEARHEAD WARSCROLL 0

HEALTH ‘71 RANGED WEAPONS


ARKANAUT COMPANY
Range Attacks Hit Wound Rend Damage Ability
km

1I‘
CONTROL Privateer Pistol 10" 2 4+ 4+ - 1 Shoot in Combat v 1
Aethermatic Volley Gun 15" 2D6 4+ 4+ - 1 - ' j
The backbone ofthe Kharadron Light Skyhook l5" 1 4+ 3+ 2 D3 - f
glrflef’tsfl“ ‘hc Arkillam
ompanies. lhese grizzled
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability ‘-y
privateers crew the sky-ports’ Arkanaut Cutter 2 4+ 4+ - l - ‘
ves, s and are armed with Gun Butt 1 4+ 5+ _ '-
a variety otaether-powered .
firearms and deck tools with WW fikyptlff 2 3+ 3+ 1
which to repel boarders or take
the fight to the enemy 1: .9, [0 One unit has 4 Arkamzuts armed
earn an otficer’s comm n. with a Privateer Pistol and Arkanaut
Arkanauts compete to outdo Cutter, and 1 Arkanaut armed with GLORY-SEEKERS: All ofthe
each other with actsol‘reckless a Skypike. warriors that make up an Arkanaut
bravado, risking everything to Company are eager to win
secure glory — and thus earn a The other unit has 3 Arkanauts armed recognitionfor daring deeds.
belt" Share Ofthc Pmfi‘s- with a Privateer Pistol and Arkanaut
Cutter, 1 Arkanaut armed with an Effect: Add 1 to hit rolls for attacks
Aethermatic Volley Gun and Gun made by this unit that target a unit
Butt, and 1 Arkanaut armed with a contesting an 0b)ect1V€.
Light Skyhook and Gun Butt.

KEYWORDS INFANTRY

0 SPEARHEAD WARSCROLL 0
”-.w
HEALTH '71 RANGED WEAPONS
SKYWARDENS
Range Attacks Hit Wound Rend Damage Ability
t
\ .

2 ‘3
CONTROL Vulcaniser Pistol 10" 3 3+ 3+ 1 1 Shoot in Combat“ ‘
Aethermatic Volle Gun 15" 2D6 4+ 4+ - l - ‘
Skywardens are elite formations X MELEE WEAPONS Attacks ' Ability
ofArkanaut warriors whose .
duty is to safeguard the 4' Skypike 2 l
tleet’s vessels against an k. Gun Butt 1 5
Granted the power of flight
by portable aclhcr-cndrins, This unit has 2 Skywardens armed with a Vulcaniser Pistol
they 50‘" “l0"85ld'3 ”‘0” "will and Skypike, and 1 Skywarden armed with an Aethermatic
wards, scanning the clouds and Valley Gun and Gun Butt.
the ground below for potential
threats. Should battle hcjoined,
Skywardens will swoop from
X End of Any Turn
0" high ‘0 Skc“ “"9"“95 “P0" TIMED CHARGES: Skywardens are practised at
longAhat'ted skypikes or hover
striking hard and then retreating quickly amidst timed
at short range to incinerate
explosions to cause massive damage.
them with vulcaniser pistols.

Whenever ”1“ “mm" gather Declare: Pick an enemy unit in combat with this unit to
close, they withdrawlo fight he the tar et then roll a dice
anew, leavinghchind floating g ’ '
min“ ”‘3‘ detonate 1" “w" Effect: On a 2+, inflict 1 mortal damage on the target,
the” “‘apc' and this unit can immediately use the ‘Retreat’ ability
without any mortal damage being inflicted on it.

KEYWORDS INFANTRY, FLY


:l'rl.

>t
W
.FYRESLAYERS
m SAGA AXEBAN
['11 k t .

11> > at i ll’ All Fyreslayers long for their name to echo forever in the heroic legends of
U This Spearhead army consists their lodge, remembered as a byword for martial skill and boldness. Saga
of the following units: Axebands are wandering groups of Berzerkers in search of such glory. They
are guided on their journey by a Battlesmith who bears witness to their ‘
GENERAL deeds and who will one day honour the worthiest in the Hall of Fyre, thus
0 Battlesmith preserving their tale for all time.

UNITS There is little subtlety to an Axeband’s war—making. These doughty duardin


Q 5 Hearthguard Berzerkers scorn danger and lack the patience to let battle come to them. Vulkite
O S Vulkite Berzerkers Berzerkers have a tendency to charge head—first at whatever threat presents
9 5 Vulkite Berzerkers itself, relying upon their natural hardiness and the god-given power stamped
O 5 Vulkite Berzerkers into their flesh to keep them alive while they carve their foes into smoking
9 5 VulkiteBerzerkers chunks of meat. As the fighting rages, the Axeband’s Battlesmith bellows
tales oflong—dead heroes that died in a manner befitting true offspring of
,1" i 2. Grimnir. In so doing, they incite their companions to ever more magnificent
deeds, setting their runes ablaze with fervour. A band of Hearthguard
Berzerkers forms an honour guard around the Battlesmith, their two-handed
weapons lopping offthe heads ofany foe not cut down by their ward.

‘Well then, Sons ofGrimnir ~ do you want to liveforever?’

— Battlesmith Aurgi Cinder—eye of the Vostarg


‘35, ‘_ ‘3}, ,

-Grapl1ic designer lim took a swig ofmagmalt ale and swore an oath to Grimnir before painting his Fyreslayers ofthe
Vostarg lodge, achievinggreat results in no time at all with a selection ofwarm—hued'Contrastpaints,
5%

¢ Once Per Battle Round,


Start of Your Turn

AWAKEN THE RUNES: RUNE OF FURY


In battle, a Fyreslayer’s ur-gold Standard: Add 1 to hit rolls for combat attacks made by friendly units.
runes are awakenedfilling Enhanced: In addition, add 1 to the Attacks characteristic of your units’
them with the blazingpower melee weapons.
of Grimnir.
53 RUNE or SEARING HEAT
Standard: Add 1 to the Rend characteristic of your units’ melee weapdns;
Declare: Pick 1 of the ur—gold
,Efiiganqedrl‘naddition, add 1 to the Damage characteristic of your units
runes on the right, then make an
:‘ernfel'ée‘weapon's; ~
activation roll of D6. Each ur—
gold rune can only be activated E RUNE OF FIERY DETERMINATION ,
once per battle. Standard: Your units have WARD (5+).
Enhanced: In addition, add 1 to save rolls for friendly units.
Effect: On a 1—5, the rune’s
standard effect applies. On a
6, the rune’s enhanced effect
applies as well. The effects last
until the start of your next turn.

MAGMIC TUNNELS: Tunnels carved by runic FYRESTEEL THROWING AXES: These


magic enable a band onyreslayers t0 attackfrom an sidearms are deadly when hurled at close range.
unseen quarter.
Declare: Pick any number of friendly units that are
Effect: Pick up to 2 friendly units. Remove them not in combat and are within 10" ofany enemy units.
from the battlefield and set them up again anywhere
on the battlefield more than 6" from all enemy units. Effect: For each of those units, pick a visible enemy
unit within 10" of it and roll a dice. On a 4+, inflict
D3 mortal damage on that enemy unit.

_ ,,v
.J. -,. .v _ .- H I‘ V~ ' .1» ', f :_. , t .5 -,.~ »,. ,a,« ,-;_ 7- V,

TOO STUBBORN TO DIE: Long in the beard, SPIRIT OF GRIMNIR: The very presence of your
yourgeneral shrugs oflwounds that wouldfell a general sets ur—gold ablaze. '
lesser duardin.
Effect: You can re—roll activation rolls you make for
Effect: Heal (D3) your general. the ‘Ur-gold Runes’ ability (see Battle Traits).

F Your Hero Phase


HORN OF GRIMNIR: Inlaid with powerful runes
afar—gold, a blastfrom this horn inspires those bloody
and bruised to continue thefight.

Declare: Pick your general to use this ability if they


. Passive

POWERFUL PRESENCE: With a roaring voice


and mighty displays ofstrength, your general is an
imposingfigure upon the battlefield.

Effect: Add 3 to your general’s control score.


‘'M-.aw.hQiofgn
are not in combat.

Effect: Roll a dice for each friendly unit on the


battlefield that has any slain models. On a 3+, you
can return 1 slain model to that unit.

. ..,c m w mafigww.» .WWAVM- .


MOVE """"""""""""
l

4" M . SPEARHEAD WARSCROLL .

HEALTH s’><,"5+ \
BATTLESMITH
5 __ ., X MELEE WEAPONS _Attacks Hit Wound Rend Dama_e Abilit
CONTROL , ,, A999%M,i,, 5 3+ 3+ 1 2 '

Battlesmiths are war-skalds and


icon hearers who memorialise
ICON OF GRIMNIR: The ‘ PLANT THE ICON: The
the glorious history ofthe
Fyreslayers through the force Battlesmith raises his icon of Battlesmith slams the pommel ofhis
oftheir oratory. As skilled in Grimnir, inspiring his allies so that ' icon into the earth, setting the ur-
combat as any of their kin, they theyfight until the bitter end. gold runes ofnearhy allies ablaze.
keep their sacred icons aloft in
the midst ol'war, rallying their Effect: Add 1 to save rolls for Effect: For the rest of the turn,
brethren with the image of friendly units while they are wholly friendly units have WARD (5+)
their grim-laced god. As they within 12" 0fthis unit. while they are wholly within 12” of
tight. the Battlesmiths re e the this unit.
histories ot'the lodge. inspi
nearhy ' eslayerstoever
greater deeds.

KEYWORDS HERO, INFANTRY, WARD (6+)

0 SPEARHEAD WARSCROLL 0
:

g HEARTHGUARD BERZERKERS
:‘ MELEEWEAPONS Attacks Hit Wound Rend Dama e Abilit
CONTROL ' Flamestrikeigoleagge 2 3+ 3+ 1 2 Crit (Mortal)

Hearthguard Berzerkers are 0 Passive


the eh en champions ofthe
lodge. a._ gned th . red task
DUTY UNTO DEATH:
ot‘protecting its d) ' rulers Hearthguard Berzerkers are sworn
and most prestigious figures to protect their lodge and its masters
with a near—supernatural until their dying breath.
determination. Masterful
warriors s [led in the use ot'the Effect; While your general is
more exot armaments within wholly within this unit’s combat
their lodg rmoury, they range, both this unit and your
wreak de ion among the general have WARD (5+).
enem ran theirllamestrike
polea ' ing, hludgeoning
and burning t'oes all at once.

KEYWORDS
MOVE \ '
\1 4" . SPEARHEAD WARSCROLL - T

\\
HEALTH 2><§+ 1
VULKITE BERZERKERS
APONS ' ' Attaeks’ "Hit Wauiid; Rendnanfaie ‘ A‘bi-lit ‘4
2- CONTROL Fyresteel Handaxes 2 4+ 3+ 1 1 Anti—charge
(+1Rend)

Skilled and fearlest Vulkite


Berzerken lding twin
fyresteel axes make up the core
WHIRLWIND OF
of Fyreslayer fyrd termined
to prove their to the DESTRUCTION: With the light
lodge. they will ri their lives ofGrimnir burning in their eyes,
in pursuit ol'glory without a these impetuous warriors hurl
second thought. As their ur-gold themselves into thefray.
runes hlare, they become ever
more ferocious. the pnwer and Efiect: Add 1 to the Attacks
fiery rage ofGrimnir cnurslng characteristic of this unit’s melee
through their bodies. weapons ifit charged in the
same turn.

INFANTRY, WARD (6+)


@ SKAVEN
GNAWFEAST CLAWPACK
When the Skaven swarm across the realms, it is a vision drawn from
This Spearhead army consists apocalyptic texts. They are famine and rabid hunger made manifest, a
of the following units: chittering tide that drags down anything in their path. Even a comparatively
small pack of Skaven can triumph through weight of frenzied numbers. This
GENERAL is embodied by the Gnawfeast Clawpacks, swarms of ratmen who surge
Q Clawlord on Gnaw-beast forwards in a manic need to devour, defile and otherwise bring to ruin.

UNITS Gnawfeast Clawpacks rely on numbers to carry the day. Clanrats are an
Q 1 Grey Seer eminently disposable force sent to overwhelm foes alongside frenzied
9 l Warlock Engineer Rat Ogors. Their leaders are anything but subtle. The Clawlords that rule
0 10 Clanrats the Clanrat swarms are cunning strategists and know just where to sacrifice
O 10 Clanrats their warriors to grind down the enemy — before riding in themselves to tip
9 3 Rat Ogors the balance and claim the credit. A Clawlord will be attended to by advisors,
both the magic—wielding Grey Seers and the Warlock Engineers of the Clans
Skryre, who offer unpredictable but deadly fire support. All these verminous
potentates are out to undermine one another, of course, but this only serves
to ensure that the sharpest rise to the top.

‘Man—things die. Short-things die. Aelf—things die. All things


die. Our time now, yes-yes. Doom comes to gnaw on the
surface world.’

— Clawlord Muskritt of Clan Fang

’ r’ . 1.;...
. ,1 q

Product developer Ben used drybrushing and shades to paint the majority ofhis Clawpack quickly. This gave him time
tofocus on special efiects such as the. eerie glow ofthe warpstone, created using Waystone Green over a grey undercoat.
0 Once Per Battle, Deployment Phase

THE LURKING GNAWHOLE AMBUSH: A


VERMINTIDE: What scurries pack ofSkaven emerges onto the ‘
beneath the surface? battlefieldfrom aglowinggreen
rift in reality.
Declare: Pick a friendly unit
that has not been deployed to be Declare: Pick a friendly unit that
the target. is in the tunnels below to use i
this ability.
Effect: The target unit is set up
in reserve in the tunnels below. Effect: Set up that unit wholly g
Units in the tunnels below that within 6" ofa corner of the
have not used the ‘Gnawhole battlefield and more than 9" from
Ambush’ ability by the end of the 4‘ all enemy units.
third battle round are destroyed.
T*Kti’w'bnbs
lm DEPLOY ,
Warlock Engineer

71 Once Per Battle, Your Shooting Phase

WARPSTONE-LACED BULLETS: Saturated i TOO QUICK TO HIT-HIT: These skittish ratmen l


l
with the energies ofruin, these munitions pack a dart and run in all directions, avoiding retribution as I
deadly punch. theyfleefrom combat. 1l
l
Declare: Pick a ranged weapon a friendly unit is Effect: No mortal damage is inflicted on friendly 1
l
armed with. units when they use RETREAT abilities. l
l
l
i
Effect: That weapon has Crit (Mortal) this phase.
i
MW_,J

X Reaction: You declared the ‘Call for Reinforcements' ability

LEAD THE SEETHING HORDE: With screeched SKRYRE CONNECTIONS: This Clawlord has
war cries, this Clawlord directs their vermin tasked the Skryre engineers under their command to
underlings to swarm the enemy. overcharge their ratlingpistol.

Effect: Instead of using the set—up instructions in Effect: Your general’s Ratling Pistol has an Attacks ,9,“
the ‘Call for Reinforcements’ ability, the replacement characteristic 0f2D6 instead of D6. ~<
unit can be set up wholly within 13" of this unit and
not in combat.

4‘§Am.av“m-$c~7-
0 Passive

WARPSTONE CHARM: Thisfoul talisman CLOAK OF STITCHED VICTORIES: This


radiates mutating energy. cloak is madefrom the stitched pelts oftraitors and
inflicts a rabidparanoia upon the bearer, making
Effect: Subtract 1 from save rolls for enemy units them hard to hit and even harder to stab in the back.
in combat with your general.
Effect: Your general has WARD (5+).

sum/cw“ WW. fl ”W . WWWWAW


WAMW
. - r. — -~-— -- .- c n - — u a»- o _ o -. u :-
.«,,.~9» ‘

0 SPEARHEAD WARSCROLL '

CLAWLORD
ON GNAW-BEAST
~71 RANGED WEAPONS Range Attacks Hit Wound Rend Damae Ability
Crit (Auto-wound),
'!- CONTROL ' RatlingPistol 10" D6 3+ 3+ 1 1
Shoot in Combat
(:llmvtorfd:1ar(elthetyrannical x MELEE WEAPONS Attacks Hit Wound Rend Dama_e Ability
r“ tr.‘ 0 l t i tlllb trnllnllb, Warpforged Halberd 5 3+ 4+ 1 2 _
the lives nt‘thousands of
minions theirs to expend at a Gnaw—beast’s Chisel Fangs 4 4+ . 3+ 1 D3 Companion
mnment'snotiee ttak‘lwth i "“ ‘ ""“ ‘ ' ” " ' "‘
cunning and viciousness‘ to
hold their lofty position, and
successful (Ilawlnrds must be CORNERED RAT: A Clawlord infearfor their life
willing to stoop In any foul end h - - ~
9 , t5 w1th rabzd eroczt .
and light like eornere lanimals‘ fig f y
i" 0rd“ ‘0 kcct‘ ”W” “T i“ Effect: While this unit is damaged, add 3 to the Attacks
ll” "”‘cnd‘lm' Accumul‘ . "lg characteristic of its Warpforged Halberd.
li‘VOll ll'fllll lnclllh 5 (ll lllC
other Great Clans a line way
to do this, and so the most
powerful Clawlnrtls‘ will ride
upon a (inane-beast bred by
the Clans Moulder — a gangly.
shrieking abomination whose
llllllgt‘r l5 CV6” "1(er voracious
than that ut‘its Skaven master.

KEYWORDS

.i . .. Ti. — _-— n .. u a I‘ — u ..-.- o _ u a -

SPEARHEAD WARSCROLL 0

HEALTH 5/\6
.} 2
MELEE WEAPONS
GREY SEER
Attacks Hit

\‘ CONTROL /
(irey Seers are marked out from . Your Hero Ph'és
their minions not onlyby their WILL OF THE HORNED RAT: None among the

bkaven clans may defy the commands ofa Grey Seer a


valet 'aul‘ l'1l01:ht ‘
lals‘ollitheiililrilllitgyin"11:1l
the withering magics ol‘the openly, at 1995‘”-
(ireat Horned Rat. Thev rvc
Declare: Pick a friendly unit wholly within 13” ofthis
ttors ot'their terrible
anmngst the clans 7 unit to be the target, then roll a dice.
though this does not prevent
Elfect:'0n a 3+, add the roll to the target’s control score
them from pursuing their own
schemes s a matter ot'cnurs'e.
until the start of your next turn.
Able to handle warpstone wtth
greater use than fellow ratinen.
21(ii‘L) ‘er will use all manner X Your Hero P fist » m . ’ »
"l “’1‘“ to ”l" and glean an WITHER: The Grey Seer hurls a glowinggreen globe of
advantage, all while using their
magical energy at thefoe. Anyone touched by the globe
sorcery and innate cunning
starts to shrivel and wither away.
to undermine and drag down
enemies and rivals alike.
Declare: Pick a visible enemy unit within 13" ofthis unit
to be the target, then make a casting roll of2D6.

Effect: On a 6+, inflict D3 mortal damage on the target.

KEYWORDS HERO, WIZARD, INFANTRY


0 SPEARHEAD WARSCROLL 0

WARLOCK ENGINEER
‘7! RANGED WEAPONS Range Attacks Hit Wound Rend Damae Ability
\
‘ CONTROL
Warplock Musket 24" 2 3+ 3+ 2 D3 Crit (Auto-wound)
X MELEE WEAPONS Attacks Hit Wound Rend Dama_e Abilit
Warlock Engineers are those Warpforged Dagger 3 4+ 4+ — 2 —
Skryre artilicer-rats who have
mastered the various branches
ofskaven engineering Skilled X Reaction: You declared a SHOOT ability for this unit and it has not used a MOVE ability this turn
in the reation ofingenious
MORE-MORE WARP ENERGYl: The Engineer overcharges their weapon with volatile energy.
and insane weapons, these
Skaven take every opportunity Eflect: Roll a dice. On a 2+, set the Damage characteristic of its Warplock Musket to 3 this phase. On a 1, inflict D3
to put their latest inventions
mortal damage on this unit.
to the test — even ifit means
overcharging them to the point
ofdangerous volatility.

KEYWORDS HERO, INFANTRY

i.

- - - u - -<.. — min.- a. .. n- n I I- - u— .., -. ‘ I

0 SPEARHEAD WARSCROLL 0

CLANRATS
X MELEE WEAPONS Attacks Hit Wound Rend Dama e
Rusty Blade 2
CONTROL

(Ilanrats form the verminous ‘5 End ofAny Turn


Ina es olSkavendom,
SEETHING SWARM: Sweepingforward in a
warriors that compensate
for their natural cowardice chittering mass, Clanrats overwhelm their enemies
with a vicious spite and with their seemingly limitless numbers, biting, stabbing,
overwhelming numbers. screeching and trampling their ownfallen beneath their
bloody claws.

Effect: You can return D3 slain models to this unit.

KEYWORDS

. ‘

0 SPEARHEAD WARSCROLL 0

RAT OGORS
‘71 RANGED WEAPONS Range Attacks Hit Wound Rend Dama_e Ability
Warpfire Gun 10" 2D6 2+ 4+ 2 1 Shoot in Combat
CONTROL
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Perhaps the most infamous ,, Claws, Blades and Fangs 5 4+ 3+ 1 2 -
creations ofthe Clans Moulder,
Rat ()gors are flesh-grafted This unit has 2 Rat Ogors armed with
shock troops that fly into a X Any Combat Phase, Once Per Battle
Claws, Blades and Fangs, and 1 Rat
terrifyingfr zywhenthe
Ogor armed with a Warpfire Gun and UNLEASHED WARP-FURY: The warpstone hammered into theflesh of
stench oldeath fills the air.
Claws, Blades and Fangs. these creatures crackles with volatile energies, driving them into afrenzy.

Effect: Inflict D3 mortal damage on this unit. Then, add 1 to the Attacks
characteristic ofits melee weapons this phase.

KEYWORDS INFANTRY
@ SKAVEN
WARPSPARK CLAWPACK
Skaven society is formed ofcompeting clans, each believing that they possess
This Spearhead army consists the finest means of destroying the surface dwellers e and that every other
of the following units: clan is out to undermine them. On this latter assumption, they are entirely
correct. It takes the Grey Seers, prophets ofthe Great Horned Rat, to bind
GENERAL the forces of competing clans into something approaching a unified force.
O Grey Seer Ofcourse, Grey Seers inevitably have their own nefarious agendas, but the
retinues and clawpacks they command remain immensely dangerous.
UNITS
O 3 Stormfiends Warpspark Clawpacks are formed when the teeming multitudes ofthe
O 1 Warp Lightning Cannon Clans Verminus are wielded alongside the volatile war machines of the
9 10 Clanrats Clans Skryre. Clanrats emerge from hid’den caverns and gnawholes, making
O 10 Clanrats up for their natural cowardice with a violent frenzy. The Clanrats, however,
ultimately serve to die at 21 Grey Seer’s discretion and provide an opportunity
for devastating Skryre technology to be brought to bear. Stormfiends are
towering warbeasts with weapons grafted to their limbs, able to bludgeon
foes up close or blast them apart at range. For raw power, however, nothing
can match the Warp Lightning Cannon. Amongst the most feared weapons
ofthe Skryre clans, they are unreliable tools — but should one discharge a
crackling bolt at full power, the target’s doom is assured.

‘Remove the limiters! Blast-kill them all, now-now.”

— Grey Seer Snikskreech

Graphic designer Jonathan chose a grim and dingy schemefor his Skaven that would contrast with the snow dotting
- their bases. The rust upon the metal was achieved‘with quick and well—placed drybrushes’ of Wild Rider Red.
‘l

GVH uvHasj‘
. ,, 1,. “4.. ,1

1 Once Per Phase, Enemy Mgfement Phase

‘ ALWAYS THREE CLAWSTEPS AHEAD: Ihe


best-laid plans ofthe Skaven nevergo awry (or so
they claim).

Declare: Pick a friendly unit that is not in combat.

Effect: That unit can use the ‘Normal Move’ ability as 1


if it were your movement phase.

U Once Per Battle, Reaction: Opponent declared an


ATTACK ability and targeted your Stormfiends unit
ENDLESS SWARM OF RATS: From the many
WARPSTONE-LACED ARMOUR: Lurid green gnawholes that encircle the battlefield, more and
lightning begins to crackle across the armour of more verminkin swarmforth without cease.
the Stormfiends, momentarily deflecting any blows
levelled at them. Effect: When a friendly Clanrats unit uses its
‘Seething Swarm’ ability, you can return D6 slain
Used By: Your Stormfiends unit. models to that unit instead of D3.

Eifect: Your Stormfiends unit has WARD (4+)


this phase.

1 Your Hero Phase

SKILLED MANIPULATOR: This Grey Seer is SKITTERLEAP: Ihe Grey Seer vanishes in a pufi
particularly devious and self-serving, deftly ensuring offoul-smelling smoke, reappearing elsewhere on the
that their minions are always conveniently positioned battlefield an eye-blink later.
between themselves andpotential threats.
Declare: Make a casting roll of 2D6.
Effect: Your general has WARD (4+) while they are
within 1" ofany friendly Clanrats units. Effect: On a 6+, remove your general from the
battlefield and set them up again on the battlefield
more than 6" from all enemy units. They cannot use
MOVE abilities in the following movement phase.

0 Once Per Battle, Any Combat Phase 1 Any Combat Phase I


CAGE OF WARP LIGHTNING: A ‘gift’ to the SCURRY AWAY: This Grey Seer is a staunch
Grey Seerfrom the Clans Skryre, when this unstable believer in the Skaven philosophy thatprudent
device works correctly, it can momentarily trap its cowardice is a virtue, and they do not think twice
victims in a prison ofthrashinggalvanic tendrils. about scampering to safety when things look to be
going south.
Declare: Pick a visible enemy unit within 6" of your
general and roll a dice. Effect: Roll a dice. On a 3+, this unit can
immediately use the ‘Retreat’ ability as if it were your
Effect: On a 2+, the enemy unit has STRIKE-LAST movement phase. Ifit does so, no mortal damage is
this phase. On a 1, inflict 1 mortal damage on inflicted on it.
your general.
“at

.- — L t ..t. — _~- -- . o A u - u an. o _ . ~a - i-


,_ _.

' SPEARHEAD WARSCROLL 0

\HEALTH
,/
MELEE WEAPONS
Warpstone Staff
GREY SEER
Attacks
3
Hit
4+
Wound
4+ ,, ,
Rend
1 D3
_ Ability
-
CONTROL

Grey Seers are marked out from . Your Hero Phase ,_ . y”


their minions not only by their
pale fur and curling horns but
‘ WILL OF THE HORNED RAT: None among the
also by their ability to wield ' Skaven clans may defy the commands ofa Grey Seer —
the withering magic ' fthe g openly, atleast...
Great Horned Rat. 'lhey serve
as the executors ot'their terrible ‘ Declare: Pick a friendly unit wholly within 13" ofthis
god's will amongst the clans — unit to be the target, then roll a dice.
though this does not prevent
them from pursuing their own
Effect: On a 3+, add the roll to the target’s control score
schemes as a matter of course. until the start ofyour next turn.
Able to handle warpstone with
greater than fellow ratmen,
a (ir S 'ill use all manner X Your Hero Phase
olrel 0 try and glean an
WITHER: The Grey Seer hurls a glowinggreen globe of
advantage, all while using their
and innate cunning magical energy at thefoe. Anyone touched by the globe
to undermine and drag down starts to shrivel and wither away.
enemies and rivals alike.
Declare: Pick a visible enemy unit within 13" of this unit
to be the target, then make a casting roll 0f2D6.

Eflect: On a 6+, inflict D3 mortal damage on the target. Wm,n-n,n


i’;.-',{fiy1r
.1 ‘

KEYWORDS HERO, WIZARD, INFANTRY

,.— . .- w w u- .. - -._ .. —- — u »

- - u — --— n i. c a u. — .i ..-.4 - _ o 4 _ i.
‘Iu

0 SPEARHEAD WARSCROLL '


:
L1
<
L“
STORMFIENDS
:1:

:71 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
Ratling Cannons 15" 3D6 4+ 3+ 1 l —
ONTROL
Windlaunchers 15" 3 4+ 3+ 2 D3 -
Stormliends represent the X MELEE WEAPONS Attacks Hit Wound Rend Damae Ability
lleshvcrafting arts of the Clans
Shock Gauntlets 4 4+ 2+ 1 2 -
Moulder and the warped
\veaponsmithing ol‘lhe (Ilans Clubbing Blows 4 4+ 2+ - 2 , , -
Skryre brought together in
dreadful symh' ' .'lhey are This unit has 1 Stormfiend armed with Shock Gauntlets,
hulking hrutes implanted with 1 Stormfiend armed with Windlaunchers and Clubbing
all manner of weapons. from Blows, and 1 Stormfiend armed with Ratling Cannons and
rotary ratling cannons and
Clubbing Blows.
windlaunehers that hurl globes
ol'poison gas to wrecking-ball
clubs and shock gauntlets
capable 0 parking fierce chain
SHOCK GAUNTLETS: Sometimes the electrical
r ctions. To operate these
devi ' eyondtheintellect
discharge created by a pair ofshock gauntlets triggers a
ot' the t Rat ()gor, and so series oflinked explosions.
each Storm end has grafted to
Each time an attack made with this unit’s Shock
them a ghoulish and withered
‘brain-rat’ that makes up the Gauntlets scores a critical hit, that attack scores D6 hits
ditl'erence. Yet the Stormfiends’ instead of 1 (make a wound roll for each hit).
duties are simple enough — bring
blasting. crushing death to the
enemies ot‘the Skaven.

KEYWORDS

..— ., .. — w ,‘ , - -.— -. -. _
.‘ _ 3,»- ‘1‘; L ‘_ "1;”: I: t.- - .. -._ n .- - a _ — n .1 -- - — o . n. .- ‘

° SPEARHEAD WARSCROLL ‘

HEALTH 71 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
\g CONTROL " Warp Lightning Blast 20" 2D6 4+ See below -

Warp Lightning Cannons are X MELEE WEAPONS Attacks Hit Wound Rend Damae Ability
perh ps the most infamous
wonder-weapons of the Clans
,,, {Drew’s Teeth and Knives D6 4+ 5+ - ,, 1 , ,, , g j
Skryre. .hannelling volatile
energies through a chunk nl‘
potent \\ pstone, they unleash
b ‘0 uinous energies WARP LIGHTNING BLAST:
that can reduce tar ‘ts to ash. A Warp Lightning Cannonfires
Warp Lightning annons massive bolts ofwarp lightning that
are unpredictable creations, disintegrate any who are struck
prone to shorting out or
by them.
catastrophically overtaxing
themselves at inuppurlune Effect: Each attack made with
moments. When operating at
this weapon in a single phase
maximum capacity, however,
must target the same enemy unit.
a Warp Lightning Caution can
Each hit inflicts 1 mortal damage
stop a gargant in its tracks.
on the target and the attack
sequence ends.

KEYWORDS WAR MACHINE

w” , awarw " .

-- .. - a u. _ ..

1‘7;b;‘5 “‘V'I‘w,'
0 SPEARHEAD WARSCROLL 0

HEALTH X MELEE WEAPONS


CLANRATS
Attacks Hit Wound Rend Damage Abilit ;
RBEW Blade 2 * 704+ 5+ - l 7 j ‘ AA A___

l‘ End of Any Turn 1 s V


SEETHING SWARM: Sweeping 9 V
forward in a chittering mass,
Clanrats overwhelm their enemies
g to advance with their seemingly limitless
their own position while leaving numbers, biting, stabbing, screeching
ri " and trampling their ownfallen
lanrats are utterly
beneath their bloody clawst
expendable to their masters,
herded l'u " ds in ehittering Effect: You can return D3 slain
swarms to slow an enemy and models to this unit.
die upon their hlat 'el
though (Ilanrats are LI‘JVL‘II by
nature, they e the overcome by
a terrible t. y in battle — and
should one fall, [her are alw "
more where they came from...

KEYWORDS INFANTRY, REINFORCEMENTS

,.— . .1 — n . , - _.,- .: ..

,,‘:y¢t;V;
C'IV9,HJV‘EIJS; .SLAVES TO DARKNESS
BLOODWIND LEGION

This Spearhead army consists


of the following units:

GENERAL
0 Chaos Lord

UNITS
Q 1 Chaos Chariot
When a worshipper of the Dark Gods has walked the Path to Glory,
conquering lands and slaughtering their rivals, they will eventually reach
the final obstacle that lies before their ascension to daemonhood. Such a
fell blessing requires dedication tenfold compared to what hardships came
before, and only feats ofthe most spectacular violence can hope to catch the
Dark Pantheon’s eyes. Thus will a newly crowned Chaos Lord strike out in
order to seek the bloodiest battles and raise their own despoiling armies.

Such cursed ranks can be spotted marauding across the realms with their
9 5 Chaos Warriors Chaos Lord at their head. With the Ruinous Powers watching their every
9 5 Chaos Warriors move, the Lord will cleave through front lines with their reaperblade,
0 5 Chaos Knights receiving bounteous blessings in exchange. The fighters that accompany this
champion are equal parts their soldiers and rivals, hoping to steal glory for
themselves. Alongside Chaos Warriors thunder Chaos Knights, towering
warriors atop gore—streaked steeds that shatter enemy formations with the
power of their charge. Should numerically superior foes seek to overwhelm
these elites, a rumbling Chaos Chariot will come to the fore. This heavy
war—carriage can bowl over and crush entire rows ofinfantry once it gathers
momentum, even as its riders lay about themselves with lash and spiked flail.

"Ihey will see me. Even ifI have to damn a million souls,
they will see me.’

— Chaos Lord Eris Bloodwrath

”#3 .9; . ~ ' Qt: .;

Rules writerlohn started his Spearhead army with the aim ofbuilding it into a biggerforce under the rule ofArchaon
himself. To that end, he wentfor a quick but eflective black armour recipe, with teal capesfor a’ dramatic dash ofcolour.

'64_
"SKEI‘TLETRAITS . p ' . .. ~ _

aVEIH ngs
.

_
EYE OF THE GODS
The Slaves to Darkness seek to attract the notice ofthe
gods by performinggreat deeds in battle. 1 Snubbed by the Gods: No effect.

Declare: Pick one of the following friendly units to 2 m WARD OF TZEENTCH: This unit
use this ability: has WARD (6+). ‘

a GRACE OF SLAANESH: Add 1 to


. A unit that is contesting an objective not controlled 3 . .
. . run rolls for this unit.
by your opponent and IS not in combat.
. A unit that destroyed an enemy unit this turn. E‘BLESSING‘ OF NURGLE: Subtract l
4 from wound rolls for attacks that target
Effect: Roll once on the Eye of the Gods table for this unit.‘
that unit. That unit gains the Eye of the Gods passive
FURY OF KHORNE: Add 1 to the
ability that corresponds to the roll (the unit keeps all
5 Rend characteristic of this unit’s
Eye ofthe Gods abilities gained in previous turns). If
melee weapons.
the same unit gains the same ability more than once in _
the battle, the effects are not cumulative. - Champion of Chaos: Pick any ability from .
the table. _

EGIMENT ABILITIES: Pickl-ofthefollowggreglmentabilities.


0 Once Per Battle, Start of the First Battle Round

THE DREAD BANNER: Marked with sigils of FIERCE CONQUERORS: These warriors are
each of the Dark Gods, those who bear this banner hell—bent on desecrating the territory and holdings of
seek ruinous blessings whatever theirprovenance. any who dare oppose them.

Declare: Pick a friendly Chaos Warriors or Effect: Add 3 to the control scores offriendly Chaos
Chaos Knights unit. Warriors units.

Effect: You can immediately roll on the Eye ofthe


Gods table for that unit.

ofth followngenhancements. . . . ‘

MARK OF KHORNE: This general serves the MARK OF TZEENTCH: The Changer ofthe Ways
Blood God and promises to deliver endless carnage shapes the destiny ofyour general and grants them the
upon the battlefield in return for his dark gifts. ability to twist and warp the realms around them.

Effect: Add 1 to the Rend characteristic of your Declare: Pick a friendly unit on the battlefield. You
general’s melee weapons ifthey charged in the cannot pick your general.
same turn. '
Efl'ect: Remove that unit from the battlefield and set
it up again wholly within 6" ofyour general and more
than 6" from all enemy units. It cannot use MOVE
abilities for the rest of the phase.

MARK OF NURGLE: The Father ofPlagues has MARK OF SLAANESH: Your general is bound to
blessed your general with unnatural resilience. the Dark Prince, who, for the price oftheir soul, gifts
them inhuman grace and martial skill.
Effect: Subtract 1 from wound rolls for
combat attacks that target your general. Efl’ect: Your general has STRIKE-FIRST.

- anM ....,.‘ " .. .4 ~—- . , '» ~ -" . ’ ' ‘ -~--»<~r.4»-‘ «mug N. «.. “fun“..«w» a”. .6 “"r - _, ‘ . .4... p m A
Mi
n
«m, ; _
'5!:
,I . .
MOV E

. 5" V ' SPEARHEAD WARSCROLL 0

6/\3+ CHAOS LORD


" 2 , X MELEEWEAPONS Attacks Hit Wound Rend Damage Ability
\ CONTROL ,2” Reaperblade 5 3+ 3+ 1 2 Crit (Mortal)
Chaos Lords are balet'ul ¢ Your Hero Phat
champions who have walked the
Path to (ilo ‘ and are now only FAVOURED OF THE PANTHEON: Yhegods watch
one step away from ascension this warlord’s deeds particularly closely.
or damnation. they are the
rulers ot'great warbands and Effect: Roll a dice. On a 4+, you can roll on the Eye of
hordes, and their followers the Gods table for this unit.
would rather risk death than
face their wrath. Each one is a
legendary warrior. gifted by the X Any Combat Phase ’
30‘“ “'“h “mg" m“ 5"“‘S‘l‘ 1 IRON-WILLED CHAMPION: This champion of
to comlnand by pure tear, tor 3 Ch . . .
1 ans demands that their warriors gwe no quartet
deep down, they know that it
only takes a single misstep to
Declare: Pick a friendly unit wholly within 12" ofthis
disappoint their fell patrons.
unit to be the target and roll a dice. You cannot pick
’lheir feats ot‘epic violence
this unit.
inspire the bloodthirsty throngs
that follow them, shaping them
Effect: On a 2+, add 1 to hit rolls for attacks made by the
into an unstoppable legion of
target unit this phase.
dark-hearted killers.

KEYWORDS HERO, INFANTRY

_-_ 1~
-0 -.._-,.- ‘:
.46.. ....-........--~..

.. ...
4v _
/ .
- -

M 0" IE

0 SPEARHEAD WARSCROLL 0
3:

'2
u
CHAOS CHARIOT
I .

X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability ‘


Chaos War-flail 6 3+ 3+ - 1 -
Driver’s Lashing Whip 2 4+ 4+ - 1 -
Swill Chaos Charm” thunder Warhorses’ Trampling Hooves 4 5+ 3+ - l Companion
across the plains hunting
l'orworlhy t" s. Drawn V , "9'"va ,7 ,
by corruptedsteels,the ' 7 " , . .,
momentum ot‘lhese constructs SWIFT DEATH: Chaos Chariots are at their most

ls a “mp0" 01 n “m' and the


charioteers take dark pleasure in
deadly on the charge, causing devastation with their
bladed wheels and hurtling mass.
crushing enemies beneath their


5}"de Wheels‘ “Ch “3 hm" "5 a
boulder ot‘iron. Once the chariot
Declare:
. .
Ifthis
. ,,
unit
.
charged this phase, pick an
.
enemy
has smashed “ hole through the unit w1th1n 1 of it to be the target and roll a dice.

enenr “ "m" ”whim“ it fun Effect: On a 2+, inflict D3 mortal damage on the target.
rampage among their back lines
with impunity. its riders lashing
and bludgeoning strugglers
and any who try to flee with
cruel abandon.

KEYWORDS

3&5
vs . . .3:

' SPEARHEAD WARSCROLL 0

HEALTH X MELEEWEAPONS
CHAOS WARRIORS
Attacks Hit Wound Rend Damage Ability
Rune—etched Halberd 2 3+ 3+ 1 1 —

Clad in hellforged iron and


swollen with dark blessings'.
BRINGERS OF
(iha ' Warriors are the bane
ot cn'ills ion. [intire legions DESOLATION: Paragons ofthe
ol‘th armouredkillers Dark Gods, Chaos Warriors cut a g
arch into battle in search of swathe through the enemy lines, l
'ine favour. each n'rior the leaving nothing but blood and ruin
equal ol'several Ie er mortals. in their wake. i
'lhough they oh ' their chosen
lord without h tion. each Effect: Add 1 to wound rolls for
one also walks the Path to combat attacks made by this unit
Glory — and knows that once that target an enemy unit that is
they gain enough power to
contesting an objective you do
rival their leader‘ they will do
not control.
so in an instant. Man
Warriors eventuall
their armour, havmg spent
so long within their suits of
cursed nietali

KEYWORDS INFANTRY

MOVE

0 'SPEARHEAD WARSCROLL 0
* 10",
\/
4/\3+
1 X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
\ CONTROL ‘/ Cursed Lance 3 3+ 3+ 1 1 Charge (+1 Damage)
Chaos Steed’s Trampling Hooves 2 5+ 3+ - l Companion
'lhe coming ot’ the Chaos
Knights heralds the d th
of empires. These dreaded
champions c ’ , IMPALING CHARGE: A
into the staunch , ' V _, charging Chaos Knight is capable
striking down foes all around ofspitting several enemies at
them with sunderiug blows
once with thepoint oftheir
from their ensoreelled weapons.
ensorcelledpolearm. 3
The huge destriers they ride
are no ordinary hors ,. ach
Effect: Add 1 to the Rend
snorts clouds ot‘brimstone. and
characteristic ofthis unit’s
tongues ot'tlame drip from their
Cursed Lances ifit charged in the
pounding hooves. For a Chaos
‘ same turn.
Knight to be chosen by one of
these daemon-touched steeds is
a blessing from the Dark Gods
themselves for the creatures are
wild and untameable.

KEYWORDS CAVALRY

n .1
-.
fl(IVEIH VEIJS
@ BLADES OF KHORNE
BLOODBOUND GORE PILGRIMS
‘fi' fi' The Bloodbound are Khorne’s sacred destroyers. These mortals have not
This Spearhead army consists only earned the War God’s mark but also his favour, and they channel it
ofthe following units: through acts of harrowing close—quarters brutality. Khorne’s warriors claim
that his only true temple is the battlefield, his only prayers the screams of the
GENERAL dying, and his only libations the blood of the slain. Some, however, become
0 Slaughterpriest especially ritualistic in their killing, believing that each life extinguished
allows their god to project more ofhis essence into reality. These warbands
UNITS are known as Gore Pilgrims and form honour guards for the raving warrior—
. 5 Blood Warriors priests of the Blood God.
0 5 Blood Warriors
9 10 Bloodreavers Following the bellowed commands of their Slaughterpriest master, throngs
O 3 Mighty Skullcrushers of Bloodreavers charge forwards, heedless of their own lives — for Khorne
- demands only slaughter as a price for his boons. Blood Warriors drive the
foe from their places of security, reconsecrating lands to their raging patron
with each enemy they cut down. Amongst many Bloodbound hordes, packs
of Mighty Skullcrushers are outsiders, realm—roaming warriors who join a
tribe only for immediate carnage. Those who fight with the Gore Pilgrims,
however, are the most rabid of true believers — a brass stampede that is first
into the fray and the last ones standing when Khorne’s holy work is done.

‘BLOOD FOR THE BLOOD GOD! SKULLS FOR THE


SKULL THRONE!’

: —Battlecryloosedfrom uncountedthroats sincetime immemorial

Graphic designer Danny went with a classic Goretide schemefor his Bloodbound. He also made liberal use ofthe
Citadel Skulls kit to decorate their bases You can never have enough skulls.
THE BLOOD TITHE: Khorne’s warriors receive
divine rewards when blood is shed; whether the
sacrifice is theirs or that oftheirfoes matters not.

Effect: Each time a unit is destroyed during the


battle, you receive 1 blood tithe point.

X Once Per Turn, Any Hero


1 Once Per Turn, Any Hergl mg
. MURDERLUST: All servants othornefeel the
urge to kill, but when prey is near, the impulse
becomes all—consuming.

Declare: Spend 1 blood tithe point and pick up to


D3 friendly units.

Effect: Each of those units can move D6" (roll


for each).
‘5

(IV"E‘.IH ViEIJS
HEADS MUST ROLL: A terrible hungerlS awoken
in the gore-slick weapons ofthe Bloodhound.

Declare: Spend 3 blood tithe points and pick up to 3


friendly units.

Effect: Add 1 to the Rend characteristic of those units’


melee weapons until the start ofyour next turn.

EIMENT AFILITIE§=
0 Once l’cr Turn, Start of Your Turn

FAVOURED OF KHORNE: These blood—marked BLOOD-WOKEN RUNES: Fell runes of resilience


warriors are the victors ofmany battles and court the are carved into the armour of these warriors, needing
favour oftheir patron. only the touch ofafoe’s blood to be empowered.

Effect: Roll a dice. On a 2+, you receive 1 blood Effect: Friendly units have WARD (5+) if they have
tithe point. used a FIGHT ability in the same phase.

0 Your Hero Phase

RESANGUINATION: TheSlaughterpriestcalls THE CRIMSON PLATE: This ancient armour


upon Khorne sfavour to sear the wounds ofan ally so bestows Khorne’s protection upon its wearer, provided
that they can continue to shed the blood ofthe enemy. it is burnished daily with the blood ofchampions.

Declare: Pick a visible friendly unit wholly within Effect: Your general has WARD (5+).-
16" of your general, then make a chanting roll of D6.

Effect: On a 3+, Heal (D3) that unit.

X Your Hero Phase


HEADHUNTER: Even Khorne’s priests will seek . UNHOLY FLAMES: The priest imbues the blades
out the worthiest offoes against which to test their ’ oftheir allies with daemonicfire, so that they may
martialprowess. claim skulls with horrific ease.
f\?‘.2»
Declare: Pick an enemy HERO in combat with Declare: Pick a visible friendly unit wholly within
your general. 16" ofyour general, then make a chanting roll ofD6.

Effect: Your general has STRIKE-FIRST this phase, Effect: On a 4+, add 1 to the Rend characteristic
but all attacks made by them this phase must target ‘ of that unit’s melee weapons until the start ofyour
that enemy HERO. next turn.
. _ -m ,‘._ _-. . - .-

0 SPEARHEAD WARSCROLL 0

SLAUGHTERPRIEST
X MELEE WEAPONS Attacks Hit Wound Rend Dama_e Abilit
CONTROL
Hackblade and Wrath-hammer 4 3+ 3+ 17 72 - , 777W.

Slaughterpriests are the holiest


ot‘Khorne’s mortal champions, ‘ BLOOD BOIL: Spitting ritualistic words ofwrath
possessed ofa spiritual
into the air, the Slaughterpriest turns the blood coursing
connection with the Lord ofthe
through the veins ofthe enemy red-hot, burning them
Skull 'lhrone. Where the priests
from the inside out.
ofanother deity might channel
their essence through sorcery or
, Declare: Pick a Visible enemy unit within 16" of this unit
simpering prayer, these brutal
to be the target, then make a chanting roll of D6.
demagogues gain power through
ritually drinking the blood
Effect: On a 4+, inflict D3 mortal damage on the target. ,
ot‘hutchered foes and allies
alike whilst bellowing their
inveetives to the raging skies.
As well as being formidable
warriors in their own right, a ‘ BLOOD SACRIFICE: The Slaughterpriest answers
Slaughterpriest can command theirgod’s callfor blood by sacrificing one oftheir own.
blood in the name otits rightful
master — compelling it to boil Declare: Pick a friendly unit within this unit’s combat
within an enemy‘s veins before ‘ range to be the target.
bursting forth in gru
sanguinarysp ys. Effect: Roll a dice. On a 2+, inflict D3 mortal damage on
the target and you gain 1 blood tithe point.

KEYWORDS HERO, PRIEST, INFANTRY

' SPEARHEAD WARSCROLL 0

MIGHTY SKULLCRUSHERS
MELEE WEAPONS Attacks Hit Wound Rend Dama e Ability
x“ CONTROL 4' Bloodglaive 3 3+ 3+ 1 1 Charge (+1 Damage)
Iuggernaut’s Brazenilioroves 2 4+ 3+ , 1., , ,, D3 Companionmw
’llie ground shakes as the Mighty
Skullcrushers ride into battle.
"these are the chosen mortal xvcn we
knights of Khorne, forming a BRASS STAMPEDE: Nothing can stop the thunderous
stampede ofcursed lances and onset othorne‘s luggernauts once they have scented the
hellforged metal that can shatter
blood ofthefoe.
any shieldwall with the force of
its charge. Each Skullcrusher Declare; Ifthis unit charged this phase, pick an enemy
has drawn the attention of
unit within 1" of it to be the target, then roll a dice.
a Juggernaut, goading it to
burst from its prison within Effect: On a 2+, inflict 1 mortal damage on the target.
Khorne's domain and chase
them down, bet’ore breaking the
daemon through their brutality
and force ot‘will. Together,
armoured champion and
bra, inned daemon are nigh
impossible to slay.

KEYWORDS?
MOVE

5n 0 SPEARHEAD WARSCROLL 0

\HEAIH2X3
,1
It
/
1
\
MEIEE WEAPONS
BLOOD WARRIORS
Attacks Hit Wound Rend Dama e ' r
‘ CONTROL . Wm, , , ,,9fl’ie,,§nd§9refis‘,,v , 3 4+ 3+ 1 1 , , , , '

Blood Warriors are those who


have drawn the War God’s gaze
NO RESPITE: Dying as they
through acts ofgreat carnage.
lived, Blood Warriors devote even
Each has undergone the dreaded
Red Baptism — a grisly process theirfinal moments to killing. “.-
in which their skin agonisingly Effect Each time a model in this i
scabs over with thick layers of ' ‘
blood, bet-”n, hardening in“) un1t is slain, you can pick an enemy
formidable armour. Armed unit in combat With this unit and
with cleaving blades and spiked roll a dice. On a 4+, inflict 1 mortal
gauntlets. the Blood Warriors damage On that enemy unit.
revel in the battle-strength
their divine favour affords.
All knon, however, that their
n'rathful god might rescind his
boons as swiftly as he provided
them, So do the Blood Warriors
never rest in their murder»
making, fighting even at the
point ofdeath to drag down one
last enemy in the name ofthe
Blood God.

KEYWORDS 3'
-. --.,-~.»- ~..'.,.bo .. -.7,-7s.,, .: a _

MOVE

5" V 0 SPEARHEAD WARSCROLL 0

1><6+ BLOODREAVERS
1 X MELEE WEAPONS Attacks Hit Wound Rend Damae Abilit
Reaver Blades” , 2 4+ 3+ - 1 —
CONTROL

Bloodreavers form the howling F End of Any Turn


m- ofthe Bloodhound
FRENZIED DEVOTION: When
warhordes. Though rightly
fighting in the presence oftheir
feared by their enemies for
their murderous fury, they are leaders, these warriorsfight until
themselves cursed. To earn a the bitter end.
place amongst the Brazen One’s
armies. each has endured Effect: Ifthis unit is within 8" of
gruelling trials. the last ofwhich your general, you can return D3
is to consume the flesh oftheir slain models to this unit:
own fallen Such a monstrous
desecration ensures there can be
no turning back from the path of
skulls. Bloodreavers congregate
around the Slaughterprie, n
frothing packs, fighting beyond
sa tyand surging back to
their feet when struck down in
battle rather than disgracing
themselves before the prophets
oftheir deity

KEYWORDS .
@DISCIPLES OF TZEENTCH
FLUXBLADE COVEN
® A Fluxblade Coven is a weapon of anarchy and subversion, a dagger
'Ihis Spearhead army consists thrust into the spine of those who languish in sterile stasis, fearing the
of the following units: inevitability of change. These hidden cells propagate for years, sometimes
centuries under the cruel tutorship ofa Magister of Tzeentch, awaiting the
GENERAL anointed hour when they will rise up and drown the enemies of disorder in
O Magister on Disc liquid warpflame.
of Tzeentch
Come that time, the Magister will unleash the full measure of their sorcerous
UNITS gifts. Stood atop a daemonic Disc of Tzeentch, they soar across the skies,
O 3 Flamers of Tzeentch hurling bolts of magic and calling upon their uncanny gifts of precognition
O 3 Screamers of Tzeentch to ensure victory in the name of the Change God. The Magister’s infernal
O 5 Tzaangors charges add to the mayhem: Flamers of Tzeentch spew torrents of flesh—
. 5 Tzaangors‘ mutating fire to corral the foe, while Screamers dart and swoop from on
9 10 Kairic Acolytes high, tearing strips out of their prey with their razor-sharp teeth.

With the battlefield ablaze, the Tzaangors and Kairic Acolytes of a Fluxblade
Coven run rampant, hoping to earn the favour of their duplicitous deity by
ritually slaughtering those who would dare defy his will.

‘Fate consumes souls as hungrily as the fiercest inferno.’

— Xavistilix Silverstaff, Magister of Tzeentch

“44‘ 4 ~ ~~ .‘r
, Trade manager Martin’s Fluxblade Coven hailfrom the Crescent Peaks in the Spiral Crux and display the lurid colours
.v 50 beloved ofthe Change God. These contrast with the white on their snowy bases to create a'striking colour scheme.

'72.
MASTERS OF DESTINY: To serve the Changer of The following rolls can be replaced with destiny dice:
the Ways is to instinctively understand the ebb and
flow offuture events and manipulate them at will. . Casting rolls
- Run rolls
Effect: Roll 9 dice and put them to one side. These are . Charge rolls
your destiny dice. During the battle, instead of rolling . Hit rolls
the dice for 1 of the rolls from the list opposite, you . Wound rolls
can pick one of your destiny dice and use it as the roll. - Save rolls — you must still modify the roll by the
Once a destiny dice has been used, it is discarded. Rend characteristic of the attacking weapon.

If you want to replace a roll that uses more than one


D6, you must use the same number of destiny dice
(e.g. you would need to use 2 destiny dice in place of
a 2D6 casting roll). Rolls that are replaced count as
unmodified rolls and cannot be re~rolled or modified
unless noted.

TRANSIENT FORMS: Some Kairic Acolytes ETERNAL CONFLAGRATION: Some cults of


actively seek transformation into Tzaangors, Tzeentch seek to set the very cosmos aflame with the
whom they revere as beings closer in nature to their ever—burningfires ofchange.
mercurial deity.
Effect: Add 1 to the Rend characteristic of ranged
Effect: Roll a dice each time a friendly Kairic weapons used by friendly Flamers of Tzeentch units.
Acolytes model is slain in the combat phase. On a 4+,
you can return 1 slain model to a friendly Tzaangors
unit within 9" of the slain model.

L X ()ncc Per Battle, Any Combat Phase


SHIELD OF FATE: There is little better protection DAEMONHEART: Through a dark ritual, the
than to be guided by destiny itself. heart ofa daemon dwells within yourgeneral’s chest,
where its dread power can be unleashed to greatly
Declare: Pick a visible friendly unit wholly within augment the strength ofits host.
18" of your general, then make a casting roll of 2D6.
Declare: Pick an enemy unit within 1" of
Effect: On a 6+, until the start ofyour next turn, that your general.
unit has WARD (6+). If that unit already has a ward
save, add 1 to ward rolls for that unit until the start of Effect: Inflict an amount of mortal damage on that
your next turn instead. / ’ unit equal to the number of the current battle round.

J“«U.pr9MLu,n.i»”g
0 Your Hero Phase U ()ncc l’cr Battle. Any Comhzlt Phase

GLIMPSE THE FUTURE: Byfocusing on the TIMESLIP PENDANT: Time is a mutable concept
skeins ofpotentialfates, the sorcerer can glean hints of to the bearer ofthis amulet.
future events in time to manipulate them.
Declare: Pick an enemy unit within 9" of
Declare: If you have fewer than 6 destiny dice, make your general.
a casting roll of2D6.
Effect: That unit has STRIKE-LAST this phase.
Effect: On a 7+, you can roll a dice and add it to your
destiny dice.

\v~/~Ww- m ”a a. ~..N”a,.,mlnm..~w&rme . . __ .. . ,,
0 SPEARHEAD WARSCROLL °

MAGISTER
ON DISC OF TZEENTCH

% RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability


\_ CONTROL Tzeentchian Runestalf 18" 1 3+ 4+ - D3 -
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Magisters a nongsl the most Warpsteel Sword 3 3+ 4+ - D3 —
powerful of'l 'entch’s mortal
Disc’s Teeth and Horns ' 2 4+ 3+ 1 D3 Companion
agents. corrupted in body and
soul by the mind-shattering
secrets they bear witness to. it is <1} Your HeroP a ,
they who command the Arcanite
cults, weaving webs ofintrigue BOLT OF CHANGE: The Magister hurls a coruscating
in the name ofthe bolt ofenergy at thefoe, causing theirfiesh to run like wax
l‘illed with eldr and remould into aform more pleasing to Tzeentch.
they ride their Discs of
they can wield fantastical tires to Declare: Pick a visible enemy unit within 18" of this unit to
scorch the foe or turn men into be the target, then make a casting roll of2D6.
bestial .aangor allies ready to
fight for Chaos. Effect: On a 6+, inflict D3 mortal damage on the target. If
any models are slain by this ability, you can pick a friendly
Tzaangors unit wholly within 18" ofthis unit and return 1
slain model to that Tzaangors unit.

KEYWORDS HERO, WIZARD, CAVALRY, FLY

0 SPEARHEAD WARSCROLL 0

KAIRIC ACOLYTES
% RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
Sorcerous Bolts 18" 1 4+ 3+ - l —
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Kairic Acolytes are the chosen Cursed Blade 2 4+ 4+ - l _ V-
human cultists of’l‘zeentch. "they
wear masks and weave illusions
71 Your Shooting Phase
to conceal their identities, for
they have infiltrated ci es and GESTALT SORCERY: Through combined worship, a
warvcamps across the . lortal cult ofAcolytes can swell their arcanepower to new levels
Realms, awaiting the hour when
offerocity.
Change (iod calls upon them
to rise up in open insurrection. Declare: Make a casting roll 0f2D6.
Harnessing their collective
magical might, Acolytes unleash Effect: On a 6+, add 1 t0 the Rend characteristic ofthis
it in the form ofsearing bolts unit’s Sorcerous Bolts this phase.
that burn through armour with
ease. Enemies that do not fall
before this arcane fusillade
must face their curved blades,
which th ”wield with a strength
and s ll granted them not
by toil and experience but by
forfeiting their soul to the
Architect of Fate.
,. km. t/“o...
. WflGMRI-azmfi‘w
. s1
‘9:

KEYWORDS INFANTRY
0 SPEARHEAD WARSCROLL 0

HEALTH SCREAMERS OF TZEENTCH


. x

Lamprey Bite 3 4+ 3+ 1 1
CONTROL

Speeding daenmnrhea X Your Movement Phase y


that leave shimmeringt .
SLASHING FINS: Screamers swoopfrom discoloured skies to slash at theirfoes,
ol‘ehange-n in [he air.
: performingfly—by attacks and efi‘ortless manoeuvres.

Declare: Pick an enemy unit that any models in this unit passed across this phase to be the l
‘ target, then roll a dice for each model in this unit that did so. 3
rp horns and lins
I ting down to savage
. Effect: For each 4+, inflict l mortal damage on the target.
their chosen quarry.

KEYWORDS BEAST, FLY, WARD (6+)

0 SPEARHEAD WARSCROLL '

HEALTH x MELEE WEAPONS


TZAANGORS
Attacks Hit Wound Rend Dama_e Ability 1 ‘i
CON I'ROL
Savage Blade and Viciogs Beak , , ,, , 2 ..

'I'yaangors are '


heastmen de led lo'
and gi ed with him rk LONG-PLANNED STRIKE: Tzaangors arefearsome
blessings. anger to im agents ofchange on the attack, pushing their long—
duplicilous god. the' planned assault into enemy territory with impressive skill
light with lunatic e and strength.
hoping In earn l'urlher gills
ol‘ehange. Effect: While this unit is wholly within enemy territory, its
melee weapons have Crit (2 Hits).

KEYWORDS INFANTRY

0 SPEARHEAD WARSCROLL .
I
l-
.1
er
Lu
FLAMERS OF TZEENTCH
I

1 71 RANGED WEAPONS Ran e Attacks Hit Wound Rend Dama e ' '.
Wyrdflame 12" 3 3+ 4+ - D3
CON1 ROL
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Hunters (1' entch are bizarre Flaming Maws 3 3+ 4+ - 1 j ,
entities cr ted solely to spread
the (Jhange (iod's tires across
reality and beyond. Bounding
forward on hnl gusts of
CAPRICIOUS WYRDFLAME: The luridfires ofchange spread as though they were - .\
discolnured aether, they spew
possessed ofa malign, mischievous sentience. ‘» 3),
strea ms of sortemus lla me
from lheir limbs and multiple
Add 1 to hit rolls for attacks made by this unit if the target unit has 5 or more models.
gnaxhing mouths. 'lhe more
lightly packed the ranks ul'lhe
line, Ihe more damage such a
barrage will do.
KEYWORDS INFANTRY, FLY, WARD (6+)
@MAGGOTKIN or NURGLE
BLEAK HOST
‘ a The Plague God’s Bleak Hosts travel the length and breadth ofthe realms,
This Spearhead army consists ensuring his servants are spreading his virulent blessings. Under the strict
ofthe following units: command of their daemonic leader, known as a Spoilpox Scrivener, they
shamble into battle to overwhelm their foes, couched in clouds of flies and
GENERAL the stench of decay. The tang of despair drives the swing oftheir weapons
6 Spoilpox Scrivener and widens their rictus grins ever further.

UNITS Though the Spoilpox Scrivener is a harsh taskmaster, the tactics they employ
§ 1 Pusgoyle Blightlord are wickedly effective. Pusgoyle Bl'ightlords are sent ahead to break enemy
Q 1 Pusgoyle Blightlord lines, scything through formations of foot soldiers as their Rot Flies drive
0 5 Putrid Blightkings diseased Stingers and fangs into any that dare approach. By the time these
9 5 Plaguebearers bloated behemoths are forced back, it is too late to stymie the shuflling
Q 5 Plaguebearers waves of Plaguebearers. Each daemon is nightmare Vision of what awaits the
victims of Nurgle’s Rot, surrounded by swarms ofinsects and brandishing a
sword ridden with supernaturally virulent diseases. Alongside them march
the Blightkings, mortals swollen with the Grandfather’s blessings. Each can
withstand tremendous punishment to their corpulent forms whilst swinging
weapons with enough strength to crush their foes utterly. The Spoilpox
Scrivener hangs back to direct the heaving masses, but woe betide those who
draw near, for they are struck down by the tallymaster’s distended maw.

‘Seven strikes for seven foes. Bless them with disease and woes.’

— Spoilpox Scrivener Bloscus the Bloodless


an» .' ,5? 4;

0 Passive
as.><'.

‘CIVH ‘HTV
THE INFECTIOUS HOSTS ‘
The Maggotkin’s advance across the realms is akin to the DISEASED: Each ofthe Maggotkin is a walking
creeping spread of a disease across the body of its host. vector ofdiseases that ravage both body and spirit.

One of your Pusgoyle Blightlords and one of your Effect: Each time an attack made by a friendly model
Plaguebearers units are not set up during the scores a critical hit, you receive 1 disease point, to a
deployment phase. Instead, from the third battle round maximum of 7.
onwards, they can use the following ability:

1 Your Movement Phase X End ofAny Turn

l DAEMONIC SUMMONING: The scions ofNurgle NURGLE’S EMBRACE: The Grandfather’s


i enter the battlefield through rifts torn in reality. generosity proves overwhelmingfor many...

1 Effect: Set up this unit anywhere on the battlefield Effect: Spend any number of your disease points.
1 more than 6" from all enemy units. For each disease point you spend, pick an enemy unit
that is in combat with any ofyour units and roll a
‘ KEYWORDS ' CORE
dice. On a 4+, inflict 1 mortal damage on that unit
(you can pick the same enemy unit more than once).

0 Once Per Phase, Your Hero Phase X Passive

LOCUS OF FECUNDI'I‘Y: Nurgle bestows a INFESTED WITH WONDERS: These foul


blessing ofbountiful regrowth upon his children. warriors invite the most horrific and repulsive
diseases into theirflesh, and they cannot wait to
Declare: Pick a friendly unit. share them.

Effect: Heal (D3) that unit. Effect: Each time a friendly model is slain, before
it is removed from play, you can pick an enemy
unit within 1" of it and roll a dice. On a 4+, inflict
1 mortal damage on that unit.

use ,
F End ofAny Turn 0 Your Movement Phase

SUMMONER OF PLAGUEBEARERS: GARDENER OF NURGLE: Yhis daemon seeks to


Channelling a link to the Realm ofChaos, the expand the borders ofNurgle’s Garden.
Spoilpox Scrivener bringsforth more minions.
Declare: If your general is contesting an objective
Declare: Pick a friendly Plaguebearers unit wholly not contested by any enemy models, roll a dice.
within 14" of your general.
Effect: On a 3+, that objective is considered by you to
Effect: Return 1 slain model to that unit. be desecrated. Friendly units have WARD (4+) while
they are contesting a desecrated objective. If your
opponent gains control of a desecrated objective, it is
no longer desecrated.

71 Your Shooting Phase X Once Per Battle, Any Combat Phase

PESTILENT BREATH: This Spoilpox Scrivener GIFT OF FEBRILE FRENZY: A reeking miasma
has breath sofoul that it can stun afull-grown rhinox. rises around the daemon Herald that drives nearby
followers into a wild delirium.
Declare: Pick an enemy unit within 7" of your
general and roll a dice for each model in that unit. Effect: Until the end of the phase, add 1 to the Attacks
characteristic of melee weapons used by friendly units
Effect: For each 5+, inflict 1 mortal damage on while they are wholly within 7" of your general.
that unit.
“gnaw .' " . v " - .7 »~,‘ ' 3.. .

0 SPEARHEAD WARSCROL

HEALTH ‘71 RANGED WEAPONS


SPOILPOX SCRIVENER
Range Attacks Hit Wound Rend Damage Ability
\, CONTROL Disgusting Sneezes 7" D6 2+ 4+ - 1 Shoot in Combat
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Spoilpox Scriveners keep a Distended Maw 3 4+ 3+ 1 2 -
strict watch over the tallying
ol'the l’laguel)earers. Under
their shrewd tri- red g ,e
no daemon d es negl t
KEEP COUNTING, I’M WATCHING YOU:
their plague»cotlnting dut s.
Spoilpox Scriveners are responsiblefor making sure
’lhough the Scriveners prefer
to command from a distance,
that the Plaguebearers ofthe tallybands do not shirk
enemies that stray too close will their duties.
find their he; d ‘ ' nd limbs bitten
otl‘hy the Set ener trunk»
Declare: Pick a friendly Plaguebearers unit wholly
like maw. ’lh . . are within 14" of this unit to be the target.
woefully allergic to the stutl‘ol~
' Effect: Pick 1 ofthe following. The effect lasts until the
reality, which fouls their mood
constantly. Fortunately for start of your next turn.
Nurgle‘s i'ollowel however. the
Tally ofBlows: Add 1 to the Attacks characteristic ofthe
daemons' me can blanket
toes in la) ot rancid, highly
target unit’s melee weapons.
corrosive mucus.
Recorded Stamina: Add 1 to save rolls for the
target unit.

0 SPEARHEAD WARSCROLL 0
/
1

HEALTH 81><4+
' 2 X MELEE WEAPONS
PUSGOYLE BLIGHTLORD
Attacks Hit Wound Rend Damage Ability
\\ CONTROL
Blighted Scythe 3 3+ 3+ 2 l -
Rot Fly’s Mouthparts and Sting 6 4+ 2+ - 1 Companion
lilite Rotbringers mounted
atop horrific daemon-ht ,
t’usgoyle Blightlords thruni
ahead ot‘their kindred to WRACK AND RUIN: Mortal
sow panic and death as the Maggotkin who ride Rot Flies
linehreakers ot'the di ed
act as brutal linebreakers, using
host. 'lheir crushing ton. ns
their sheer bulk to smash enemy
and whistling s "thes’ make
formations asunder.
short work of . who would
slow the spread ol'deca) Should
Declare: Ifthis unit charged this
enemies survive such a di ased
phase, pick an enemy unit within 1"
onslaught. they will find
ofit to be the target and roll a dice.
themselves impaled upon the
slingers ofhorrifying Rot F es.
Effect: On a 2+, inflict D3 mortal
'lhe pact made between l’usgoyle
damage on the target.
and Rot Fl trengthens the
daemon's connection to the
mortal plane, allowing lheln
to exist indefinitely beyond the
boundary ol‘Nurgle’s ‘ Irden
while the accord stands.

KEYWORDS
‘~.5¢-/zr*~ ‘ ' * e --‘;_—r -* ‘ ’“ ,.‘

0 SPEARHEAD WARSCROLL 0

PUTRID BLIGHTKINGS
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Blighted Weapon 4 3+ 3+ 1 1 —

i’utrid Blightkings carve their X End of Any Turn


way forwards with slime- .
encrusted blades, hammers RELENTLESS ATTACKERS‘
and a. ’. 'lheir bloated, rotting Blightkmgs grind through the
bod“ hm 3mm}, tremendous battlelines oflesserfoes, shattering
punishment, allowing them their morale and hacking down
to drive relentlt ly through the stunned survivors with
the i'oe’s battleline as they sow contemptuous gage.
lethal disease and crippling
despair alike. "lhey are paragons Declare: Pick an enemy INFANTRY
ol'despair, having their origins unit in combat with this unit to be
as not only warriors but also the target and roll a dice for each
apothecar s and philosophers model in this unit that is within
\yhobecameobse ed with the tar et “TS comb t
thefutilityot‘existenee.’iheir g u l a range.
all-consuming need to spread
Efl‘ect: For each roll that exceeds
disease and despond' '
the target’s Health characteristic,
earned them Nurgle
inflict 1 mortal damage on it.
and in return, their swollen,
plague‘ridden frames hay
become all but immune to pain.

KEYWORDS

° SPEARHEAD WARSCROLL 0

PLAGUEBEARERS
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
\~ cosmor " Plaguesword 1 4+ 3+ - 1 Crit (Mortal)
l’laguehearers trudge to battle 0 Passive
amidst the drone ol'llies’ wings CLOUD OF FLIES: Pluguebearer
and endless counting. 'lhese
daemons tally the diseases tallybands are surrounded at
unleashed upon the realms, all all times by blinding swarms
the while stabbing and hacking afdaemon—flies.
at their enemies with filthy .
plaguesnordsi Each one is born E59“: SUbtraCt 1 from hlt r0115
ol'the soul ol‘a mortal killed for shooting attacks that target
byNurgle’s Rot,adebilitating this unit.
, ase that decays both the
spirit and body until the sutiercr
dies n agonisingly slow death.
A er feeding on their despair
in life, the Plague God accepts
their souls into his Garden
in death, remaking them as
pus-ridden daemons s ath din
clmldsoft'at-hodie tiles.

KEYWORDS
(IVEIH V’EIJSE
@ HEDONITES OF SLAANESH
pLADEs OF THE LURID DREAM
’2)“ V Slaanesh, the loathsome yet beguiling Dark Prince ofthe Ruinous Powers,
This Spearhead army consists excels in ensnaring mortals. He whispers that they might sIake their most
of the following units: salacious desires, ifonly they should enter into his service. For many who
endure existences of privation and drudgery, it is an offer too tempting
GENERAL to resist. Reality becomes a phantasmagoric paradise of revelry to these
9 Shardspeaker of Slaanesh Sybarites, every torment theirs to inflict and have inflicted upon them. Many
form warbands who seek to inhabit this blissful dream—state for eternity —
UNITS and drag more noble souls down into the depths oftheir depravity.
9 5 Blissbarb Archers with 1
Blissbrew Homonculus It is the Shardspeakers who direct these packs of murderous libertines
O 5 Blissbarb Archers and who channel the power ofthe Dark Prince like a powerful intoxicant.
O 5 Slickblade Seekers Through clouds ofincense dart Blissbarb Archers, whose arrows are smeared 35%
9 3 Slaangor Fiendbloods with poisons that distort the senses. Only then do the elite ofthe Sybarites
move in for the kill. Disdainful laughter echoes as Slickblade Seekers sprint
forwards to slice off heads, herding surviving prey towards their doom. That
doom is delivered by the Slaangor Fiendbloods. The arrival ofthese trilling
beast—kin is the breaking point for the foe; some weep in terror, some cry
out in joy and try desperately to embrace them. All are ripped asunder, their
dream turning to a gruesome nightmare in their agonised final moments.

‘Swiftly, my paramours! The Dark Prince spies unfortunates


stooped beneath the weight of reality. We must save them from
their sanity!’

— Hiraxith of the Six Slicing Shards

1“.
.11.

Warhammer Community manager Adam’s Sybarites sport a range ofpastelpinks andpurples built up using Contrast
and Shade paints, including a violet. tint on the silver metals. Such regal colours exemplify the’ Dark Prince’sfollowers.
£29414; 4" Wavén ‘L i'

TEMPTATIONS OF SLAANESH You cannot offer your opponent a temptation dice for
Wherever the Hedonites of Slaanesh roam, reality is the same enemy unit more than once per phase. At
unmade. Those who stand against them are assailed by the end of the battle round, all remaining temptation
titillatingphantasms and mind-bending illusions until dice are lost.
they become slaves to their own base urges.
All friendly units gain passive abilities from the table
You receive 6 temptation dice at the start of the battle below based on the number of depravity points you
round. Each time your opponent makes a failed hit have. These abilities are cumulative.
roll, a failed wound roll or a failed save roll, you can
offer them a temptation dice. If they accept your offer,
that roll is replaced with a 6. Rolls replaced in this way
cannot be re—rolled or modified. a TANTALISING TORMENT: This unit 3
c

l
12+ can use a RUN ability and still use CHARGE
Each time your opponent accepts your offer of a abilities later in the turn.
temptation dice, you gain D6 depravity points. Each
24+ SADISTIC SPITE: This unit’s melee
time your opponent rejects your offer of a temptation
weapons have Crit (Mortal).
dice, inflict D3 mortal damage on the unit for which the
roll was made. 36+ m OBLIVIOUS INDULGENCE:
This unit has WARD (5+).

UNPARALLELED SPEED: They say the first blow LOCUS OF DIVERSION: These warriors
struck is the sweetest... release perfumed mists that fill the foes’ minds with
everything but the matter at hand.
Declare: Pick a friendly unit to use this ability.
Declare: Pick a friendly unit to use this ability.
Effect: That unit has STRIKE-FIRST this phase.
Effect: For the rest ofthe turn, that unit can use
i a RETREAT ability and still use SHOOT and/or
CHARGE abilities later in the turn.

X Any Combat Phase ‘ I X Once Per Turn, Your Shooting Phase

SCEPTRE OF DOMINATION: The stafi' carried TWISTED MIRROR: A Twisted Mirror tests the
by this Shardspeaker contains magic that can seduce spirit ofany who gaze into it, immobilising those who
the minds oftheirfoes. fall victim to its illusions.

Declare: Roll a dice for each enemy unit in combat Declare: Pick an enemy unit within 9" of your
with your general. general and roll a dice.

Effect: On a 5+, the unit being rolled forhas Effect: On a 4+, subtract 1 from save rolls for that
STRIKE-LAST this phase. unit until the start of your next turn.

O Your Hero Phase U Your Hero Phase

CACOPHONIC CHOIR: The Shardspeaker PENDANT OF SLAANESH: This pendant


summons a sanity-shattering symphony ofsound. burrows through the Shardspeaker’s rich fabrics
and scarred chest before nestling next to their heart,
Declare: Make a casting roll of 2D6. invigorating them with sublime energy whenever they
feel pain.
Effect: On a 6+, make a cacophony roll of D6. lnflict
D3 mortal damage on each enemy unit (roll for Effect: Heal (D3) your general.
each) within 6" of your general that has a Control
characteristic less than the cacophony roll.

' 4m" m~§~<d¢m m. ,9 " :..., .. V. .1 fix» cw» -.w.,k..-»»W:a {“4 *"
MOVE

6" 0 SPEARHEAD WARSCROLL 0

SHARDSPEAKER OF SLAANESH
HEALTH 2
5+
X MELEEWEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL
Haze Staff 3 3+ 4+ 1 D3 —

’lhe Shardspeakers are sorcerers 0 Your Hero Phase


and st '. amongst the Hedonite
VISION OF DAMNATION: The
hosts. inducted into the higher
mysteries ot'their decadent sorcerer conjures a vision ofexcess so
.1 ped in sumptuous intense that reality itselfshimmers
and surrounded by and distorts.
ighing mist-daemons.
Ihey cut enigmatic figures Declare: Make a casting roll of 2D6.
I the hordes ol~ revellers.
Effect: On a 6+, roll 6 dice. For each ./ .
. tardspeakerhears a
ted Mirror fragment ot‘ 4+, you receive 1 depravity point.
ensnrc led gla lill to he taken
from Slaanesh’s own palace. By
channellingthe willthrnugh
lheserelie. Shar ’peaker
can display to II oe a \' on
of utmost perfection or abject
personal horror. enrapturing
them with the unltallowed
maiesty of Slaanesh.

KEYWORDS

- s , - , , .. . .4, .. ». ,,; - ,0 e . p.

0 SPEARHEAD WARSCROLL '

SLICKBLADE SEEKERS
HEALTH 1 X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability ‘ .
Slickblade Glaive 3 3+ 4+ 1 1 Charge (+1 Damage)
CONTROL
Exalted Steed’s PoisonedTongue 3 3+ 4+ - l a“! Companion ' 1
Whooping and screaming in
unearthly glee, Slickblade
ers rid at the lore ol'lhe
S )arite earn s. 'lhey‘ n ke UNRIVALLED VELOCITY: Slickblade Seekers are
war at a blistering pace, carried obsessed with high—speed kills, tearing towards thefoe
atop lheir daemonic steeds — with relentless haste.
creatures able to exist in the
Mortal Realms due to a blood- Effect: You can re-roll charge rolls for this unit.
deep connection with their
rider. For a Slickblade Set er, no
sensation] is liner than to
enemy without l)
As they charge into In
spin and twirl their glai
fast the air ‘tselt‘. mm to shriek,
lash out to
neatly sever h t . from necks

KEYWORDS CAVALRY
MOVE

6" ° SPEARHEAD WARSCROLL 0


= \/
.—
i“
2 3/\5+
L“
SLAANGOR FIENDBLOODS
I V ,

\ 1 f X MELEEWEAPONS Attacks Hit Wound Rend Damage Ability ‘


; CONTROL ’ Razor-sharp Claws 4 4+ 3+ 1 2 -
--——--—- Razor-sharp Claw and Gilded Weapon 5 4+ 3+ 1 2 -
'lhe Slaangor lliendhloods are . . _ '
towering mustnwn mm”. This unit has 2 Slaangor Fiendhloods armed wrth Razor—
in thrall m the Innlot'mrk sharp Claws, and 1 Slaangor Fiendblood armed with a
Delights. With an animalistie Razor-sharp Claw and Gilded Weapon.
lack of restrainl, they have
over-indulged until only the
1 Enemy Shooting Phase
ll and torturous of
can now rouse them. SLAUGHTER AT ANY COST: When stirred by the
excesses ofhattle, Fiendhloods waste no time in hunting
down their victims.
t'ellou ybarites to drape them
in fine gems and silks. When Declare: This unit can use this ability ifany damage
butt! ckonm a transformation points were allocated to it this turn.
sei s them; they become
arrow-swift instruments of Effect: This unit can use the ‘Normal Move’ ability as if
manic violence, barrelliug it were your movement phase.
forwards without a hint ofselt'»
preservation in their maddened
desire to feel anything at all.

KEYWORDS INFANTRY

c-dww'ad‘fiaswmwnss I»; Miss» ~>:s®.-u~s $11").st

. 6n 0 SPEARHEAD WARSCROLL 0

1><§+ BLISSBARB ARCHERS


1 71 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability '
CONTROL ' Blissbarb Bow 18" 2 3+ 4+ 1 1 -
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Bli ‘ 'l ' rh Archers are the Sybarite Blade 1 3+ 4+ _ 1 _
~Slaane 's mortal

“05‘ - fl" "“1 WI“) One unit has 5 Blissbarb Archers and
partake in the acchanals and
1 Blissbrew Homonculus. The other
thecarnivalsot'agony. '
unit has 5 Blissbarb Archers.
abandoned their

””5“ ll"°"ll"“°‘l S , " c The Blissbarb Archers are each armed


siugl uinded in theirpursuil with a Blissbarb Bow and Sybarite
ol deeadenee. lhough torludden Blade. The Blissbrew Homonculus is
from engaging in the glorious , ,
sensations of melee by their armEd With ‘1 Sybarite Blade'
cruel overlords ‘ though many
cannot help but seek to wet
their daggers when opportunity
LIGHT-FOOTED KILLERS:
4 ) nstead assail the
toe wrth barbed arrows, laced Blissharh Archers can deliver
with hallucinogenic toxin pinpoint shots even while cavorting
open the mind to new vis wildly across the battlefield.
dark possibility.
Effect: This unit can use SHOOT
abilities even ifit used a RUN
ability in the same turn.

KEYWORDS INFANTRY, REINFORCEMENTS .


GOSSIARCH BONEREAPERS
TITHE-REAPER ECHELON
(x ce m é
Zr:

"1m:1e1a
% Bone and soul are the twin foundations ofthe Ossiarch Empire. Ensuring a
*ThisSpearheadarmyconsists constantstreamofthesesuppliesisthusessential.Itisthroughthebone-
of the following units: , tithe that the Ossiarchs harvest physical remains — but this does not solve
the issue of soul acquisition, which must be ripped from the living by force.
GENERAL With typical relentless efficiency, the Ossiarchs seek to solve both these
9 Mortisan Soulreaper conundrums at once, forming specialised Tithe—Reaper Echelons to punish
recalcitrant subjects and secure a harvest of bone and soul.
UNITS
O 10 Mortek Guard , Tithe—Reaper Echelons will allow'the foe to break upon a line of
Q 10 Mortek Guard Mortek Guard, before deploying a second line to grind them down. Kavalos
Q 5 Kavalos Deathriders Deathriders circle around the flanks of the enemy host before committing to
O 1 Gothizzar Harvester a trampling charge from an unexpected angle. The nightmarish Gothizzar
‘ Harvester has a far more straightforward purpose: this construct—beast wades
. into the fray with scythes and mauls swinging, its subsidiary limbs snatching
up bloodied bones for processing. Tithe—Reaper Echelons are commanded by
Mortisan Soulreapers. When the enemy has been pushed to breaking point,
these mages will step into the fray themselves, acquiring a harvest of souls
with their fell scythes.

‘Let us be done with this, and swiftly. Lord Xornas requires


seven new legions for the campaign. Wiese ingrates will provide
a beginning.’

— Thakaros, Mortisan Soulreaper

Army painter Nathan had to paint his Gothizzar Harvester twice, after his dog mangled thefirst! To capture the amber
- blades ofthe Ivory Host, he shaded them Skrag Brown, befo're‘picking out the cracks with Screaming Skull.
M A;

RESERVE CONTINGENT OSSIARCI-I CO


The Ossiarch commanders will bolster their forces The Bonereapers display a formidable mastery of war,
wherever battle is met. and in battle they act with a relentless precision.

One of your Mortek Guard units is not set up during the OSSIARCH COMMANDS are abilities that can only be
deployment phase. Instead, from the third battle round used by spending Ossiarch command points.
onwards, it can use the following ability:
At the start of the battle round, you receive 2 Ossiarch
0 Your Movement Phase
command points. Each OSSIARCH COMMAND costs
1 CONTINGENT ARRIVAL: Marching in perfect 1 Ossiarch command point to use.
i unison, a reinforcing unit ofMortek Guard arrives.
l
The same unit cannot use more than one OSSIARCH
l Effect: Set up this unit anywhere on the battlefield COMMAND in the same phase. At the end of the battle
1 wholly within 3" ofa battlefield edge and more than round, all remaining Ossiarch command points are lost.
i 6" from all enemy units.

0 Once Per Battle. Any Combat Phase

IMPENETRABLE RANKS: If given the order, RE-FORM RANKS: A group ofBonereapers swiftly
Ossiarch warriors will snap into an unyielding disengages from combat with flawless precision.
defensive line.
Declare: Pick a friendly Mortek Guard unit in
Declare: Pick a friendly unit to use this ability. l combat to use this ability.
I

Effect: Until the end of the phase, add 1 to ward rolls Effect: That unit can use a RETREAT ability this phase
for that unit. without any mortal damage being inflicted on it.

KEYWORDS OSSIARCHCOMMAND KEYWORDS OSSIARCH COMMAND

EMPOWER NADIRITE WEAPONS: A UNSTOPPABLE COMMANDER: This


Soulreaper can call upon stolen life essence to bolster Soulreaper’s animus contains the essence ofa brilliant
nadirite weapons. commander that can still urge their troops to victory.

Declare: Pick a visible friendly Mortek Guard unit Declare: Pick a friendly Mortek Guard unit wholly
wholly within 12" of your general, then make a within 12" your general, then roll a dice.
casting roll of2D6.
Effect: On a 2+, add 3" to that unit’s Move
Effect: On a 5+, until the start ofyour/rgxt turn, characteristic this phase.
add 1 to the Rend characteristic of that unit’s
melee weapons.

MURDEROUS DRIVE: This Soulreaper is MARROWPACT: The glyphs borne to war by your
animated by especially vicious and warlike spirits. general bind those who view them in arcane pacts.

Effect: Your general’s Soulreaper Scythe has Effect: Each time your general uses a FIGHT ability,
Crit (2 Hits). after all of their attacks have been resolved, Heal (X)
your general where X is the number of damage
points allocated by those attacks.

. 03,,
x..¢9> ,. . .

»
2: ”fl “ /
. a l

' SPEARHEAD WARSCROLL '


I
l-

: 5
l.“
I t
MORTISAN SOULREAPER
2 e. X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Soulreaper Scythe 3 4+ 3+ 2 2 fl —

Soulreapers re the most warlike F Your Movement Phase


and destrucln 0 ‘ch mages. i DRAIN VITALITY: This cursed g REKNIT CONSTRUCT: This Morrison
'lhough they possess the ability ‘ , _
to reknit fellow constructs, ‘ 5P3” saps “foe 5 Strength, lem/mg has thepower to remake and renew that
alone ofthe Mortisan Order they them weak and vulnerable. l which has been destroyed.
do not create in any meaningful
mm _ their only t _ m rip _, Declare: Pickavisibleenemyunit l . .
Declare. Plck a friendly unlt wholly
.

the kph: .Umm Hung [mm within 18” ofthis unit to be the E within 12" of this unit and that is not in
their bodies with their scythes )5 target, then make a casting roll l ‘ combat to be the target.
and store thetn for later use in l 0f2D6. [
thecreationofnewconstruct l l Effect: Heal (D3) the target. Ifthe target
legions. Soulreapers are seen : EEC“: On a 6+, Subtract 1 fl‘Om ; , unit is not damaged, you can instead
as grim and si even by hit rolls for attacks made by the return a number of slain models to it that
other 0:» archs; ctcaled without target unit until the start ofyour ’ l have a combined Health characteristic of
months, the better to avoid : next tum. D3 or less,
stolen souls channelling screams , , , , , , , , , , , , l _ ,,7,,,,,,,,,,,,,,,
through them,theyfightin an MOSSIARCH COMMA D
ee silence, surrounded by ""’i”””””"""""""
flickering gheist-energies.

KEYWORDS HERO, WIZARD, INFANTRY, WARD (6+)

-., 4--t. 4,“... »-¢.,,..- it. ,ss- cc

. , - _ - a- . ,....

0 SPEARHEAD WARSCROLL '


:1:

MORTEK GUARD
I X MELEE WEAPONS Attacks Hit Wound Rend Damae Ability
ONTIERL NadiriteSpear 2 3+ 4+ _ 1 A(I:t1i-1::1:5§e

Mortek (Guard are the backbone


' h legions. crafted
X Any Combat Phase
. ice and obedie
'lhese are no mindless NADIRITE ASSAULT: 771e weapons ofthe
revenants, in the manner of Ossiarch legions can siphon souls with a single
a reanimated skeleton; their cut, stealing thefoe’s lifeforce.
soultrap gems contain the stolen
e. ence ofdutiful warriors Effect: Until the end ofthe phase, this unit’s
and servants, and they are melee weapons have Crit (2 Hits).
capable of performing intricate
manoeuvres with precision and KEYWORDS OSSIARCH COMMAND
skill. The weapons of the Mortek
Guard are forged from na rite.
a soul-sucking material that is
said to be crafted in pro '
to the abominable Shy
With such tools ot w
Mortek diligently cut a path
through anything their masters
mark for destruction.

KEYWORDS

3~~3——d1~.3~rflt-‘ -. ‘ l- - . 1O . , . . . c-..‘ .e-..


._-. -asm'a ‘- M1....,
«ms—m... .. »

0 SPEARHEAD WARSCROLL 0
g
KAVALOS DEATHRIDERS
x MELEEWEAPONS Attacks Hit Wound Rend Damae Ability i1
CONTROL
Nadirite Spear 3 3+ 4+ 1 1 Charge (+1 Damage) é
Kavalos Steed’s Hooves and Teeth 2 5+ 3+ - l Companion (t
Deathriders are the feater
cavalry hosts of the Ossiarch
1 Your Charge Phase
Empire. Infamy cloaks these
warriors; any who have fought DEATHRIDER WEDGE: Kavalos Deathriders can
against the ( iarchs have heard charge in a deadly arrowheadformation that bursts
oftheir devastating charges, for through the enemy’s defences.
their arrowhead formations and
thunderous charges can shatter Effect: The following efiects apply this phase:
any battle-line. The steeds ofthe
Deathriders are not lowly equine - Models in this unit can pass across enemy INFANTRY
remains but constructs in their models as if’this unit had FLY.
own right, often crafted from
the bodies and soultrap gems of - After this unit has charged, you can pick an enemy
failed Ossiarch commanders. unit that it passed across and roll a dice. On a 2+,
li stence as a Kavalos steed is a inflict D3 mortal damage on that enemy unit.
humiliating thing and renders
these creatures just as eager to KEYWORDS OSSIARCH COMMAND
vent cold fury upon the living as
their riders.

KEYWORDS

I
- 4-. ..‘A0 _,...-,,, a r i I v I k
I
‘t v

I i 4
l
i t

:1 iD

0 SPEARHEAD WARSCROLL 0 I,

GOTHIZZAR HARVESTER

Rew.s._tawmgew”a.sg
7'"! RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability

l" CONTROL Death’s Head Maw 12" 4 4+ 4+ 1 l -

X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability


(iothizzar Harvesters are Soulcrusher Bludgeons 6 4+ 2+ 2 2 -
perhaps the most horrific of
all 0
Ossified Hooves and Tail 4 4+ 3+
their maws leap bolts ot killing
halellame, and their nadirite
weapons are capable ofintlicting
BONE HARVEST: As a Gothizzar Harvesterfights, it
horrc dous carnage. Yeta
works to amass a grisly stockpile ofbones.
(iothizzar Har ’s true value
to the Ossi is the great
Effect: Each time an enemy model in combat with this
hollow on its h‘ ind the bones
unit is slain, this unit gains 1 bone-tithe point. It can
containedthe n'asthething
never have more than 6 bone-tithe points.
marches across the battlefield,
il sn es up the remains of
the dead, flensing the worthy
F End of Any Turn
and storing them for d cry
to a necropolis, ln extremis, REPAIR CONSTRUCT: The Harvester uses a portion
a Harvester can even perform ofits morbid crop to restore theforms offellow Ossiarchs.
field rcpt . siarehs,
making it a lormidal Declare: Pick a friendly Mortek Guard unit within 6" of
in a legion’s battleline. this unit to be the target. Then, roll a dice for each bone—
tithe point this unit has.

Effect: For each 4+, you can return 1 slain model to the
target unit. Then, reset this unit’s bone—tithe points to 0.

KEYWORDS

.---._..9.—'_. .---a.—.'-v..
@SOULBLIGHT GRAVELORDS
CIVEH-.VEI S
‘fi’r'
BLOODCRAVE HUNT

of the following units:

GENERAL
9 Vampire Lord
% Though the great vampiric bloodlines maintain wildly different traditions of
'Ihis Spearhead army consists ( war, there is one thing they all have in common: the love ofthe hunt. Even
those who adopt the airs and graces of noble courts struggle to keep the
blood-craving beasts within them contained behind their gilded veneers.
Such is the power of the Soulblight Curse that the vampiric nobility that revel
in its blessings will often strike out on Bloodcrave Hunts to chase down foes
to replenish their feeding supplies — 0r, oftentimes, just to enjoy indulging
UNITS their fell urges.
Q 10 Deathrattle Skeletons
O 10 Deathrattle Skeletons Each hunt is led by a Vampire Lord, who directs both members oftheir
O 5 Blood Knights court and ranks oftheir skeletal servants alike to do their bidding. No
9 3 Vargheists backline leaders are these, as they would much rather revel in the carnage
of battle, slashing apart enemies with their ornate weapons or taking great
gulps of blood. Though they fight violently, they use this vital lifestuffto
heal their own injuries as they go. An elite guard of mounted Blood Knights
attends their lord, charging through enemy lines to skewer them with

£75’_3
sword and lance. Many will bring along Vargheists to aid in the hunt, for
these grotesque creatures were once members of their court as well, though
having fallen to the urges oftheir curse, they are now good for little more
than chasing and killing. Should their masters not take care of the enemy,
Deathrattle Skeletons will be raised to clean up straggling footsoldiers or
overwhelm their foes with sheer numbers. With their lord nearby, they can
get up and resume fighting countless times after being destroyed.

Background writer Nick’s vampires are stained red with the blood oftheir kills. They wear the colours ofthe Crimson
Keep to show their allegiance to Prince Vhora'rai.
DEATH’ S DESCENT
Vargheists swoop on their victims from on high, suddenly
overwhelming them in a flurry ofclaws and fangs.

Your Vargheists unit is not set up during the


deployment phase. Instead, from the third battle round
onwards, it can use the following ability:

1 Your Movement Phase


l SWOOP DOWN: The sky darkens as the l
THE HUNGER: Those who bear the Soulblight
Curse constantly crave blood and are empowered by
feasting upon theirfoes.

Effect: Each time a friendly VAMPIRE unit uses


a FIGHT ability, after all ofits attacks have been
resolved, Heal (X) that VAMPIRE unit where X is the
number of damage points allocated by those attacks.
aV‘H uVEtas
l Vargheists descend.
l
l Effect: Set up this unit anywhere on the battlefield
more than 6' from all enemy units.

KEYWORDS CORE

F Once Per Battle, Your Movement Phase X Any Charge Phase

ENDLESS LEGIONS: To the Soulblight aristocracy, RUINOUS CHARGERS: The Blood Knights of
the dead are mere chattel to be expended at will. this army leave a trail ofdestruction as they trample
anything that lies between them and theirprey.
Declare: Pick a friendly Deathrattle Skeletons unit
_ that has been destroyed. Declare: Pick your Blood Knights unit to use this
ability ifit charged this turn.
Effect: You can set up a replacement unit with D6+4
3 models anywhere on the battlefield more than 6" Effect: Inflict D3 mortal damage on each enemy unit
from all enemy units. it passed across during that CHARGE ability.

Kvaon‘os CORE

0 Once l’er Battle, Reaction: You declared the ‘ 1 Once Per Battle, Your Movement Phase ,
‘Skclcton I. egion‘ ability for a unit within 9" of your general
CLOUD OF BATS: Your Vampire Lord dissolves
GRAVE-SAND SHARD:By crushing hisgem into a swarm ofbats before reappearing elsewhere.
of Vitrified grave——,sand the Varnfl‘reLordcan draw
upon a surge ofdeath magictorainy:
tgorate their Effect: Remove your general from the battlefield and
resurrected warriors - set them up again anywhere on the battlefield more
than 6" from all enemy units.
Effect: Add 1 to each legion roll made for that unit.
' KvaoRps" _ CORE

X Your Hero Phase 5

AURA OF NIGHT: This black leather brigandine SPIRIT GALE: Your general callsforth spectral
was craftedfrom the hide ofan abyssal stalker and winds that tear the souls ofthefoefrom their bodies.
grants the wearer that creature’s shadowy aura.
Declare: Make a casting roll of 2D6.
Effect: Ignore negative modifiers to save rolls for
shooting attacks that target your general. Effect: On a 7+, inflict 1 mortal damage on each
enemy unit on the battlefield.
HEALTH X MELEEWEAPONS
VAMPIRE LORD
Attacks Hit Wound Rend Damage Ability
\‘nx CONTROL i/ DynasticWar-relic 5 3+ 3+ 1 2 -
Vampire Lords are elder 1} Your Hero Phas
undead whose dark powers have
. . . VILE TRANSFERENCE: The Vampire Lord siphons
only Intenslfled over the long _ , , .
centuries. .ach is a warrior m the ammusfrom nearby enemies and uses It to rejuvenate
be feared, with an instinctive their “£818“me-
command ofdeath ma vic. ln ‘ , , , . . ,, . .
battle they fight “mic“; Declare: Ple a Vlslble enemy unlt w1th1n 6 ofthis unit
; mm and a cold sense to be the target, then make a casting roll of2D6.
de. knowing that at the _
flick 0mm” linger ”my can Effect: On a 6+, roll a number of dlce equal to the
raise more skeletal scrvmm m target’s Health characteristic. For each 5+, inflict
when“ their foe." siphon 1 mortal damage on the target and Heal (1) this unit.
‘ ‘iul one does from their '
ims in order to live anew.
Each fights with an heirloom
oftheir vampiric bloodline,
whi is both an expertly crafted
relic and a symbol ofdread to
their enemies.

KEYWORDS

HEALTH /
/\3+ BLOOD KNIGHTS
1 X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
\x‘} CONTROL , TemplarLance or TemplarBlade 3 3+ 3+ 1 1 Charge (+1 Damage)
m Nightmare’s Hooves and Teeth 3+ — l Companion
Blood Kni mm are vampires
‘ Ith battle. and their
ric honour are
warped indet .Mounted atop RIDERS OF RUIN: Blood Knights
imposing Nightmares, they barge through lesserfoes to strike at
seek out war wherever it can be more worth), Challenger;
found, trampling straight over
lesser foes to reach the worthiest Effect: Models in this unit can pass
Challt‘ngcs- “WY CXCL‘I 3‘ across enemy INFANTRY models as if
mounted combat and can spear this unit had FLY.
enemies through the heart in
an instant with finely wrought
blade or lam . Their skeletal
steeds are fearsome creatures
armoured from head to hoof,
their savage bites and lashing
kicks adding to the carnage of
their rider’s charge.

KEYWORDS
7-.I. 5.54 fer—Na: .- ~24 »‘ Kerr .3.""‘v.£~:.\ ' .-,.~ 0" cw :~-~ vv‘-‘(.,;::.‘_‘-;M' "REAR-n I._ :*-:a‘

0 SPEARHEAD WARSC
i—tN ‘ \\

HEALTH pl:.\<
- /m + EMVS
X MELEE WEAPONS
VARGHEISTS
Attacks Hit Wound Rend Damage Ability l
.// CONTROL
Murderous Fangs and Talons 3 4+ 3+ 1 2 Crit (2 Hits)

’lhe leatherewinged horrors


known as Vargheists
THE SCENT OF GORE: The
are vampires who were
overwhelmed by their bloody
taste ofhot blood on the tongue
thirstt Now redtlced to savage sends these abominations into a
and nearuneontrollable killing mania.
beasts. they viciously attack
any prey within reach. ’Ihough Effect: Add 1 to wound rolls for
they are a common sight in attacks made by this unit that
hunting parties for their speed target a damaged unit.
and overwhelming strength,
their courtly brethren often
treat them with contempt.
Deep down. vampi res know
that they are only a few steps
away from transforming into
a ravcning. blood-maddened
Vargheist themsc es.

KEYWORDS

~h. .‘i

4" . 0 SPEARHEAD WARSCROLL °

1><5+ DEATHRATTLE SKELETONS


X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
\ "
lCONTROL
1 " Ancient Weapon 2 4+ 4+ - 1 -

Skulls locked in an eternal F Any Combat Phase


grim e. Deathrattle Skeletons
SKELETON LEGION: AS
are the footsoldiers of the
undead. 'l'o stand before these
necromantic energies blanket the
clattering companies demands battlefield, long-dead warriors
great courage, for they are stagger to theirfeet once more, eye
the the mall mortals given sockets aglow with killing light.
ng animus. and their
rusted weapons have retained Effect: For each slain model from
their killing edge. 'lhough these this unit, make a legion roll of D6.
macabre soldiers are slow and For each 5+, return 1 slain model
their bodies brittle, they can to this unit.
rise again and again under the
right circumsla es. In this way
they overwhelm the enemy, who
become locked in a perpetual
struggle with the skeletal
hordes that can end only in their
own demise.

KEYWORDS
NIGHTHAUNT
USLASHER Host
The spectral warriors ofa Slasher Host crave the tearing sensation of
This Spearhead army consists their blades and talons biting deep into mortal victims, slicing through
of the following units: flesh to rend the very soul beneath. Inflicting terror and agony is their
only delight, for their very existence is a punishment ordained by the
GENERAL Great Necromancer, Nagash.
0 Knight of Shrouds
Slasher Hosts are frenzied gatherings fuelled by spite, and the grim aura of
UNITS command projected by a Knight ofShrouds is required in order to focus
9 3 Spirit Hosts their malice upon Nagash’s enemies. Raising their rusted blade to the skies,
O 5 Grimghast Reapers this traitor-general orders floods ofChainrasps and Grimghast Reapers
Q 5 Grimghast Reapers forth. These spirits fall upon the living in a surging mass, letting the missiles
O 10 Chainrasps and panicked sword-strokes of their prey pass harmlessly through their
0 10 Chain-rasps incorporeal bodies as they claw open throats and pierce hearts.

Such awful slaughter drowns the battlefield in a potent haze ofShyishan


magic, drawing forth the horrible agglomerations known as Spirit Hosts
— gestalt entities formed from dozens ofdisplaced souls that feed upon the
death—gasps ofthose impaled upon their phantasmal talons.

‘Come hither, mortal. An eternity ofsuflering awaits thee.’

— Galembrecht, Knight of Shrouds

Seeking to capture thefreezing aura ofterror that emanatesfrom a Slasher Host ofthe Grieving Legion, studio editor
, Leigh chose to shade the spectralparts ofhis Nighthazmt with a pale, icy blue.
'w ,-.,v;3.y-.. . , .

0 Any Charge Phase

WAVE OF TERROR: Many


foes freeze in fear when faced by a
swarming Nighthaunt charge.

Declare: Pick a friendly unit to


use this ability ifit charged this
phase and the charge roll was
10+. Then, pick an enemy unit
within 1" ofit to be the target.
sGxtVH XVE
Effect: The target has STRIKE-
LAST this turn.

ETHEREAL: Nighthaunt spirits


can only be harmed by blows
delivered with great conviction.

Effect: Ignore all modifiers


to save rolls for friendly units
(positive and negative).

X Start ofthe First Battle Round


DEATH STALKERS: These spectral killers CHORUS OF TERROR: Warriors are frozen in
relentlessly hunt down quarry whose names have been place by the shrieks ofthe Nighthaunt as they wash
whispered to them in darksome rites. over the enemy lines in a wave ofterror.

Declare: Pick an enemy unit on the battlefield. Effect: Subtract 1 from hit rolls for combat attacks
that target a friendly unit that charged in the
Effect: Add 1 to the Rend characteristic of melee same turn.
weapons used for attacks that target that unit.

/ .

\..

0 End of Any Turn UPassive 'y

SOULFIRE RING: Gouts oflashinggreenflames CLOAKED IN SHADOW: Eerily intangible, this


leapforthfrom this ring as it consumes the souls of spirit’s etherealformfades in and out ofexistence like
those slain by the wearer. ./ some wispy cloud ofsupernatural mist.

Effect: If any models were slain by your general this Effect: No more than 1 enemy unit can target your
turn, Heal (D6) your general. general with attacks (shooting or combat) per phase.

P Once Per Battle, Your Hero Phase ‘


BEACON OF NAGASHIZZAR: This malignant SHADOW’S EDGE: It is impossible to tell ifthis
light summons departed souls. ebon blade is corporeal or mere shadow, yet its touch
tears throughflesh and bone with ease.
Effect: Return 1 slain model to each friendly unit on
the battlefield. Effect: Your general’s Sword of Stolen Hours has
Crit (Mortal).
0 SPEARHEAD WARSCROLL 0

HEALTH X MELEE WEAPONS


KNIGHT OF SHROUDS
Attacks Hit Wound Rend Damage Ability
Sword of Stolen Hours 5 4+ 3+ 1 2 Crit (Auto-wound)
CONTROL , ,,,,,, , ,, , , / , , WW ,

liach Knight ot'Shrouds is an U Your Hero Phase


archvtraitor who abandoned
DISCORPORATE: This spectral overseer gives the
their oaths and their people
orderfor their warriors toflicker between the realms of
rather than light an unwinnable
w against the legions the living and dead.
of Nagash. in return, the
Declare: Pick a friendly unit wholly within 9" ofthis
(ireal Necromancer bound
them eternally in his service, unit to be the target.
making use ol‘their vicrous skill
Effect: Until the start of your next turn, the target
in wart'are to further subjugate
has WARD (5+).
the living. Wielding the Sword
ofStolen Hours that marks their
rank, a Knight olShrouds cuts
down those they once swore
to protect. each killing stroke
accompanied by a fresh ru. ot'
sclt»loathing. Should the enemy
mount a stalwart counter-attack,
they vill order their minions to
discorporate entirely. the blades
ot’lhe the finding no purchase
upon theln until the danger
is passed.

KEYWORDS

0 SPEARHEAD WARSCROLL '

HEALTH 1 X MELEE WEAPONS


SPIRIT HOSTS
Attacks Hit Wound Rend Damage Ability l 1‘
Spectral Claws and Daggers, ., , fl 6 , 4+ 4+ — , 1 Crit (Auto-wound)
CONTROL

5 irit Hosts are formed from


a mass oilesser gheists, bound
DRAWN TO WAR: When the champions of
together by a need to consume
the energies ot'death. Drawn to
the Nighthaunt master theirprocessionsfor battle,
the battlefields of morbid Spirit Hostsflock tojoin their cause, serving as useful
energies, they possess neither fodderfor the enemy.
imlividuality nor recognisable
form. but this does not make Effect: Your general has WARD (4+) while they are
them any I Idly as they within 1"ofthis unit.
sweep acrt ‘ the battlefield.
their grasping claws and rusting
blades sing lh rough physical
armour to wound their prey’s
very essence.

KEYWORDS
0 SPEARHEAD WARSCROLL 0

GRIMGHAST REAPERS
HEALTH X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability I ;
Slasherrgcryrthe 2 ,, 4+ 3+ 1 ’1 Crit (Auto-wound)
CONTROL

In life. the beings known as


(lrimghasl Reapers considered
REAPED LIKE CORN: The scythes wielded by these
lhemselvcs suhtle plotters and
ghostly warriors can be swung in great sweeping arcs,
assassins, who changed the
cutting down whole ranks ofenemy warriors.
fortune ot'enlire kingdoms
with the stroke ol‘a blade.
Effect: Combat attacks made by this unit score
Nuwlh killindiscriminately
critical hits on unmodified hit rolls of 5+ ifthe target
at [he behest ol‘the (lreal
Necromancer. unable to
unit has 5 or more models.
witness the awful carnage they
are \ king with each great
sweep ot’their scythcs due to
the hlindl‘nlds that rob them of
their witchsightt

KEYWORDS INFANTRY, FLY, WARD (6+)

0 SPEARHEAD WARSCROLL 0

HEALTH 1 X MELEE WEAPONS


CHAINRASPS
Attacks Hit Wound Rend Damage Ability ‘ i
MalignantWeapgn ., 2" 74+ ,, 5+ — l Crit(Autor-w9t71vrgirr)v
CONTROL

(Ihainrasps are twisted and


tormented entitle fashioned
. g . . , CHILLING HORDE: When the enemy isfrozen in
truin the souls 0 Initials _
and lmmfmmd in“, the fear, the Chammsps eflortlessly drag to the underworld:
tootsnld ot'Nagash’s spectral any Whaface the” (155314115
hnsts‘ eepiug forth in a
gunning cluttering [mum they Effect: Add 1 to wound rolls for combat attacks made by
overwhelm llleirliving PM. this unit ifit charged in the same turn.
with sheer numbers. dragging
them down to the underworlds 1’
to share their own grim fate.

KEYWORDS
@FLESH-EATER COURTS
([VEIH V'E‘IJSl
113/;
.\ll
ill
j
.
;
it:
\
CARRION RETAINERS
a
i This Spearhead army consists ‘
of the following units:

GENERAL
9 Abhorrant Archregent
a Hark!Forwhenthenobleliegeofthelandswishestosurveytheirdomainor
embark upon a mighty quest, they will bring with them a royal entourage.
After all, it would never do for a true monarch to be seen without their loyal
bodyguard, courtly knights mounted upon winged steeds and the saintly
paladins at their beck and call. Should they encounter villains or curs on
their procession, why, such evil—doers must be struck down — and a grand
feast held to mark the victory...
UNITS
O 10 Cryptguard Reality, alas, never matches these visions. For these bands of deluded knights
Q 3 Morbheg Knights are monsters themselves, ghouls and feral vampires hungry for flesh and
9 Varghulf Courtier blood. The lens of madness through which they perceive the world does not
dilute their ravenous frenzy. Ghouls are little given to strategy or complex
manoeuvres; they prefer to swarm in a rabid horde, trusting in ferocity to
carry the day. However, the chivalric nature of the ghouls’ hallucinations
renders them devoted to their lieges. Should an abhorrant vampire perform
deeds of bloodthirsty ‘valour’, their entourage will strive all the more
viciously to emulate them.

‘Come to me, my subjects, for bandits profane our lands. Let us


ride out to meet them and give them a taste ofkm'ghtly steel!’

— Archregent Redcraw

-Rules writer Louis optedfor the ,pallid colour scheme ofthe Morgauntfor his entourage ofghoulish cannibals — the
perfect canvasfor the sprays ofgore that will inevitably cover themin battle!
F Your Movement Phase ‘.

NOBLE DEEDS: Each member FEEDING FRENZY: SUMMON LOYAL


ofa ghoulish court is constantly To witness an abhorrant at war SUBJECTS: Ghouls flock to
seeking to prove their valour by spurs a mad hunger in the ghouls their vampiric masters.

,a,rM.“MK.m-9a,wMW,Av-
performing worthy exploits on
the battlefield. Effect: Add 1 to the Attacks Declare: Pick a friendly HERO
characteristic of me lee weapons with any noble deeds points to
Effect: Each time a friendly used by friendly units while use this ability.
HERO uses a FIGHT ability, after they are wholly within 12" of
its attacks have been resolved, any friendly HEROES that have Effect: Spend any number of
give that HERO a number of 6 noble deeds points. that HERo’s noble deeds points
noble deeds points equal to as follows:
the number of damage points
..
allocated by that ability. Each Pick a friendly Cryptguard unit
HERO can have a maximum of within 9" of this unit and spend
6 noble deeds points at any time. 1 noble deeds point to return 1
model to that unit.

Pick a friendly Morbheg Knights


unit within 9" of this unit and
spend 2 noble deeds points to
return 1 model to that unit.

CRUSADING ARMY: The warriors of this court DEFENDERS OF THE REALM: These deluded

“.:‘:.MiaJwm,s‘h;-t.
see themselves a crusadingpaladins venturing out ghouls see themselves as noble defenders, selling their
into the realms with a holy cause. lives dearly to drive back the invaderfrom beyond.

Effect: Add 1 to run rolls and charge rolls for Effect: Add 1 to save rolls for friendly units that are
friendly units. contesting an objective you control.

‘gi 375v =_ .H’.


_, .‘W.

ULGUAN CLOAK: This Archregent is shrouded by BLOOD-RIVER CHALICE: The Archregent

'.‘-—W1«t~W-\
an aura ofdarkness — holiness, as they would see it — guzzlesfrom a bloodstained chalice, roaring as their
which makes them difiicult to target. deathless form swells with restored vitality.

Effect: Your general is not visible to enemy models Effect: Heal (2D3) your general.
that are more than 12" away fromjhem.

Q Your Hero Phase ¢ Your Hero Phase

ROUSING ORATION: The Archregent looses a CRIMSON VICTUALS: Hissing an incantation,


soul—chilling howl, which is perceived as an inspiring the Archregent saps the life essence of nearby foes.
call to gallantry by their derangedfollowers.
Declare: Pick a visible enemy unit within 18" of your
Effect: Roll a dice for each friendly unit wholly general to be the target, then make a casting roll
within 12" ofyour general. Do not roll a dice for your of 2D6.
general. For each 5+, give 1 noble deeds point to
your general. Effect: On a 6+, inflict D3 mortal damage on the
target. Then, if your Cryptguard unit is within 6"
of the target, you can return 1 slain model to your
Cryptguard unit for each damage point allocated by
this ability.

' Mfl“xf~w Am“ m .,.m,t,s. on ~91; w.«..a....,..~fl,u~i..,,wi$ ‘%"‘WWWMMWMW N ,, .


{#5 - i W... . . ,. - . .

\. 0 SPEARHEAD WARSCROLL '

HEALTH 2
\_5
X
ABHORRANT ARCHREGENT
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Gory Talons and Fangs 5 3+ 3+ 1 2 -
CONTROL

’lhe yam} ‘icabhnrrants [at Your Hero Phase


k own as Archregents are
DERANGED TRANSFORMATION: Wielding the l
amongst the most powerful
power oftheir curse, the abhorrant causes the limbs ofu ‘
ot‘all their degenerate brood.
Through Cl'tl’lt‘d hloodlust and nearbypack to bulge and lengthen, allowing the creatures l
the sheer force ot'their deluded to chargeforwards at afurious pace.
will, they llt e hound vast
cannibal empires to them, and Declare: Pick a visible friendly unit wholly within 18"
l

they command the loyalty of of this unit to be the target, then make a casting roll l

innumerable gibbering ghouls. of 2D6.


l
Though Archregents are more
than capable ot‘t ring toes l Effect:Ona6+,untilthestartofyournextturn,add2" l
apart in a Harry 0 gs, they to the target’s Move characteristic and add 1 to wound
take a warped s. , t ction in rolls for its attacks.
watching their minions carry
the day. Many wield their
dark magics to ‘bless’ those
under their command, turning
them into even more ferocious
killing machines.

KEYWORDS HERO, INFANTRY, WARD (6+)

\6l 1/} 0 SPEARHEAD WARSCROLL 0

\IlHEALTH 1 ,,><\6+
V 1
CONTROL
X MELEE WEAPONS
Cursed Weapon
CRYPTGUARD
Attacks
3
Hit
4+
Wound
4+
Rend Damage
1 l
Ability
-

Cryptguard are drawn from the


cannibal ‘sei't's' of an abhorrant’s
ROYAL BODYGUARD: In
kingdom. Each has impressed
their through some great
battle, itfalls to the tenacious
feat ofenduranee — perhaps Cryptguord reform a half-living
catching a blade intended for shieldfor their vampiric overlords.
the vampire, deliberately or
utherwis As a reward, they are Effect: Add 1 to ward rolls for
inducted into their monarch’s friendly HEROES that are wholly
bodyguard. given better scraps within this unit’s combat range.
fro the feasting table and a
pick oft apons from the royal
armoury — relics that have long
been steeped in a niiamia of
madness. Cryptguard take great
pride in their tenacity, and their
proximity to the abliorrants’
necromantic energies
render them remarkably
ditficult to slay.

KEYWORDS INFANTRY, WARD (5+)


" we: . m“ . v .7“
a3 ,

0 SPEARHEAD WARSCROLL 0

X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability ‘


Grisly Lance 2 3+ 4+ 1 1 Charge (+1 Damage)
I” CONTROL H
Nightshrieker’s Claws and Teeth 3 4+ 3+ 1 2 Companion
The Morbheg Knights believe
themselves to be proud and
chivalrie warriors mounted
upon noble feathered steeds PREDATOR’S POUNCE:
ofthe sky. ’lhis could not be Though they lack the power oftrue
further from the truth, for flight, Nightshriekers can leap clean
their mounts are in fact vile over obstacles and the heads ofthe
Nightshriekers, the latterrday foe, allowing Morhheg Knights to
spawn of Morbheg , ancient
strike and disengage at will.
godbeast sire to all ehiropteran
beasts. [hough Nightshriekers Effect: This unit can use CHARGE
cannot fly in the conventional
abilities even ifit used a RETREAT
sense, they possess immensely
ability in the same turn. In
powerful hind limbs with which
addition, no mortal damage is
to leap far through the air,
allowing the Morbheg Knights inflicted on this unit when it uses
to crash into unsuspecting foes RETREAT abilities.
and wreak havoc.

KEYWORDS

0 SPEARHEAD WARSCROLL 0

VARGHULF COURTIER
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL I Immense Claws 7 4+ 3+ 1 2 —
Dagger-like Fangs 1 3+ 2+ 2 3 -
in the eyes ofthe ghouls,
Varghulfs re saintly warriors. U End of Any Turn
aglow with divine power.
VICTORY FEAST: A Varghulf
Undeniably, they are amongst
the most monstrous examples
rampages through the enemy’s ranks
ofthe abhorrent bloodline. at will, its wounds sealing with
mishegotten horrors whose unholy rapidity as itgazzles the
lust for blood and me h' flesh ofthe savagedfoe.
overwhelmed whatever lrae of
self-control that remained. Only Effect: If any models were slain by
the most lordly oflheir kin can this unit this turn, Heal (D6) this
hope to command a unit, and this unit can immediately
any other who approt use the ‘Retreat’ ability without
be torn apart in a shower oi gore.
any mortal damage being inflicted
liven then, one can do little more
on it.
than goad these beasts into the
fray eforelettingthe Varghulf
indulge its llesh-mangling
hungers as it wishes, feasting
on the fallen before (I ting
away to strike elsew with
preternatural swiftness.

KEYWORDS
@ CRRUK WARCLANS
, SWAMPSKULKA GANG
As far as Kruleboyz are concerned, fighting fair is an idiotic concept.

i
i
This Spearhead army consists
of the following units:
Swampskulka Gangs exemplify the cruelly underhanded approach to warfare
so beloved of these orruks) for their entire purpose is to leave the enemy
agonised, hobbled and helpless. Under the wily guidance ofa Killaboss, they
i GENERAL stalk their victims through the wilds of the realms for days, waiting for the
b OKillabosson perfect moment to launch a murderous ambush.
Great Gnashtoof
The first the Kruleboyz’ chosen quarry knows of their fate is when dozens
UNITS ofbarbed missiles come whistling out ofthe murk to sink into their flesh, as
O 1 Murknob chortling Boltboyz relish their victims’ shocked horror. Anything that looks
with Belcha—banna big enough to cause the orruks serious bother is dealt with by an oversized
O 3 Man-skewer Boltboyz harpoon hurled by a Beast—skewer Kiilbow. As the enemy reels in the face
Q 5 Gutrippaz ' ofthis deadly hail, the Killaboss charges into their midst atop his Great
O 5 Gutrippaz Gnashtoof mount, seeking gory trophies to prove his kunnin’. Following
Q 1 Beast—skewer Killbow closely behind come lanky orruk warriors, led by a Murknob brandishing a
foul-smelling and loudly bellowing Belcha—banna. 'Ihese Gutrippaz stomp
forwards to fall upon the stricken foe, spilling intestines and poking out eyes
with their venom-dripping weapons — while keeping a few prisoners alive to
torment at their leisure, of course.

‘Unlucky, long-ears. Bet you wish you’d snufied it along with yer
mates, don’t ya?’

— Murknob Grikstab da Peeler


KRULEBOYZ WAAAGH!: In typically Morkyfashion, Kruleboyz
wait until they have the enemy surrounded before calling a Waaagh! — and
when they do, the enemy’sfate is usually sealed.

Declare: Pick your general to use this ability, then pick another friendly
unit wholly within 12" of them to be the target.

Effect: Your general and the target have STRIKE-FIRST this phase.
CIVEIH VEIJS‘
REGIZMEN
T grannies
: 15a:got the foiiafiigtg‘,£§giggept abilities.

“mar

U Start ot‘the First Battle Round

NOISY RACKET: On the eve ofbattle, the COVERED IN MUD: After some ‘hardfinkin’, a
Kruleboyz make sure the enemy receives no respite group oforruks decides to slather themselves in muck
as their war drums and rattle—skulls ring out into so they can sneak up on the unwitting enemy.
the night.
Declare: Pick a friendly unit to use this ability.
Effect: Subtract 1 from wound rolls for attacks made
by enemy units in the first battle round. Effect: In this battle, that unit is not Visible to enemy
models that are more than 12" away from it.

general; :of thefiaflowmg enhancements. -

1 Once Per Battle. Enemy Movement Phase t

EGOMANIAK: ZIhisself—important boss is willing MORK’S EYE PEBBLE: When rubbed, this dark- ;
touseanyonetoprotecthisownhide. greyrockproducesaswirlinghankofthickfogthat j;
protects the bearer and their alliesfrom harm.
Effect: If any other friendly units are within your
general’s combat range, before you allocate a damage Effect: In the next shooting phase, friendly units
point to your general, roll a dice. On a 4+, you have WARD (5+) while they are wholly within 12" of

MrWW.hoa—“;'3
must allocate that damage point to one ofthose your general.
units instead.

KUNNIN’ PLAN: This devious Killaboss likes to EYE-BITER ASH: Stored in a heat-proofpouch,
feign retreat to draw their prey into a deadly trap. this strange ash never stops smouldering. The bearer
can cast it at afoe, creating a cloud ofblistering ash
Declare: Pick a friendly unit wholly within 12" of that blinds the targets and causes them terrible pain.
your general.
Declare: Pick an enemy unit in combat with your
Effect: Ifthat unit uses a RETREAT ability this turn, general and roll a dice.
no mortal damage is inflicted on it and it can still use
SHOOT and/or CHARGE abilities later in the turn. Effect: On a 1—4, subtract 1 from hit rolls for attacks
made by that unit for the rest of the phase. On a 5+,
subtract 1 from hit rolls for attacks made by that unit
for the rest of the battle.
w,“ ". a a w

0 SPEARHEAD WARSCROLL 0

KILLABOSS
ON GREAT GNASHTOOF
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
lagged Boss-stikka 4 3+ 3+ 1 2 Crit (Mortal)
Gnashtoof’s Bone-crushing Fangs 5 Companion
Killabt ' 's are cunning
warlord, i used to using
. Your Hero Phase
tlieir‘thinkin‘musc _
guide their fellow ( in 3 ALL PART OF DA PLAN:
ambushes and trap With : Kruleboyz tend to be very impressed
a string ofvictories under I by a Killaboss’s kunnin’feats — so
their belts, they have won
long as the boss has a plan, they are
something akin to tru from
willing tofuce down even the most
their minions, who stick to
unlikely odds.
the plan even when things get
nasty. ’[hey take great pride
Declare: Pick a friendly unit
in procuring the vilest and
wholly within 9" ofthis unit to
must malicious monsters to
be the target. You cannot pick
this unit.

canine killer is as
Effect: Add 3 to the target’s
it is foul mpered, capable control score until the start of your
of navigating the slimy next turn.
homelands ofthe Kruleboyz
with ease. When it finds
its prey, il leaps upon them
with an ear-splitting howl
that seems to come from two
directions at once.

KEYWORDS

0 SPEARHEAD WARSCROLL 0

BEAST-SKEWER KILLBOW
‘71 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL
Beast—skewer Bolts 24" 2 4+ 2+ 2 D6 Crit (Auto-wound)
X MELEE WEAPONS Attacks Hit Wound Rend Dama_e Ability
Orruks are not renowned for
)aggedy Blades 2 4+ 3+ — 1 Crit (Mortal)
their ability to shoot straight,
but the Kruleboyz known as ‘Big
Shots' understand the benefit of
maiming your prey from as far
SKEWERED: Beast—skewer bolts
away a po ible. Beast-skewer
are designed to inflict horrendous
Killbow ire designed to take
down the realms' mightiest wounds on monstrous quarry.
monsters, and the oversized
Effect: The Damage characteristic
_ hey hurl can indeed
. 5.1“ ‘ punch through several inches ot‘
ofthis unit’s Beast-skewer Bolts
“ V, , i armoured hide or bone plating is 6 instead ofD6 ilithe target is
I with ease. Such is the force with a MONSTER.
which these missiles strike home
that they can also impale several
man-sized targets at once.

KEYWORDS
0 SPEARHEAD WARSCROLL 0

MURKNOB
WITH BELCHA-BANNA

MELEE WEAPONS Attacks Hit Wound Rend Damage Ability

CONTROL
Murknob Cleaver 4 4+ 3+ Cri_t(l\'iortal)

Murknobs are champions X Any Combat Phase


amongst the Krulehoyz, and
BREATH OF THE MIRE-DRAKES: Belcha—bannas are typically built
they revel in taking the heads
oftheir ad dries — honestly around the severed tongue ofa mire-drake, creatures so vile that even after death,
or otherwuse. '1 hey alone are their remains belchforth clouds ofsoul-shrivellinggas.
granted the honour ofcarrying
the Belcl‘ lannas into battle,
Declare: Roll a dice for each enemy unit in combat with this unit.
foul re villi all manner
Effect: On a 1, nothing happens. On a 2«5, inflict 1 mortal damage on that
ofslrange powers. When the
enemy close in, these uncanny
enemy unit. On a 6, inflict D3 mortal damage on that unit.
standards helch a revolting
miasma that can make even the
toughest foe collapse in agony. KEYWORDS HERO, INFANTRY

0 SPEARHEAD WARSCROLL 0

\1’HEALTH
_/
x MELEE WEAPONS
Wicked Hacka
GUTRIPPAZ
Attacks
2
Hit
4+
Wound
3+
Rend Damage
Law“ 17 ,. ,
Ability
Crit (MortalLV

(intrippaz form the slimy heart U Any Combat Phase


ofthe Krulehoyz, stalking
SCARE TAKTIKZ: Gutrippaz use all manner ofmeans to
s behind their leering
skareshields. 'lhese mobs of
unnerve and intimidate theirfoes.
sadistic grt iskins are known
Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for
fortheil iciouskunnin'and
attacks that target this unit this phase. This ability has no
the spiteful amusement they
find in laying low the enemy effect on attacks made by HEROES.
with their wicked, venom-laced
weapons. l-',ven their appearance
is honed to inlilnid'. e and
confuse the foe.
KEYWORDS INFANTRY

O SPEARHEAD WARSCROLL 0

i
HEALTH ‘71 RANGED WEAPONS
MAN-SKEWER BOLTBOYZ
Range Attacks Hit Wound Rend Damage Ability
Man-skewer Crossbow 18" 2 4+ 3+ 1 2 Crit (Auto-wound)
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Mairskewer llolthoyy, wield Iaggedy Blade 1 4+ 3+ - 1 Crit (Mortal)
crossbows powerful enough to
take down a charging \varhorse
with a single shot. liven minor
wounds inflicted by these
PICK ’EM OFF: Bolthoyz prefer to remain stationary tofire carefully
weapons soon turn gangrenous
aimed shots.
and foul thanks to the poisons
that the orruks sn air over
Effect: Add 1 to hit rolls for this unit’s shooting attacks if has not used a MOVE
every projectile.
ability this turn.

KEYWORDS INFANTRY
- 1’7 wrirw- fins-v”: .

i * When the Bad Moon careensthrough the skyand the realms are bathed in
i; ThisSpearheadarmyconsists itsloonlight,once—cravengrotspourfromtunnelsandcavestooverrunthe
. of the following units: » Mortal Realms. Empowered by their lunar deity, these Madmobs overwhelm
‘i the enemy with sheer numbers. Waves of greenskins tear down foes with
GENERAL shivs, spears and squigs. At their rear swaggers their Loonboss, screaming
b OLoonboss ordersandthreatswithwildabandon.Whilsttheirunderlingsdothedying,
these moon—helmeted bullies circle about, waiting for a chance to pierce an
UNITS enemy’s lung or slash open a throat with their crooked glaive.
O 10 Moonclan Stabbas ‘
.1 Q 10 Moonclan Stabbas At the fore come the Squig Hoppers, sailing over the battlefield with great
9 5 Squig Hoppers bounces — and crushing anyone unfortunate enough to be under them
Q 5 Squig Hoppers when they land. While their rabid squig mounts wreak havoc behind enemy
O 3 Rockgut Troggoths lines with their fang-filled gobs, the reeling foe faces the assault of Rockgut
Troggoths wielding menhir—capped mauls. These stone-skinned creatures
are so tough that it is near impossible to inflict any meaningful injuries
upon them. Emboldened by these lumbering linebreakers, grot Stabbas
bring up the rearguard, overwhelming any survivors with their seemingly

”A.n! endless numbers. Hurled nets ensnare targets and bring them to the ground,
allowing the cackling grots to plunge rusty shivs into their victims’ flesh.

‘Stab ’em faster, you slimy lot, or do troggs will be havin’ ya


for dinner!’

— Loonboss Puddlerot

Rules '> titer Sam’s Gifz hailfrorn thePalemoon Skabcaps, a smallpart ofSkragrott’sdominion. Their name is reflected
, ~ in their colour scheme: their Bad Moon icons are painted whitegnd their hoods are the colour ofdried blood.
C} Once Per Battle, Start of the First Battle Round

UNDER THE LIGHT OF THE BAD MOON


Grots are always vicious little monsters, but when their
god’s lightfalls upon them, they become an order of
magnitude more dangerous.

Declare: Pick a territory (either friendly territory or


enemy territory) to be under the Light of the Bad
Moon. If both players can use this ability, the players
roll off and the winner picks a territory to be under the
Effect: While a friendly unit is wholly within the
territory that is under the Light of the Bad Moon, the
appropriate effect below applies to it:

Frothing Zealots: If the unit is a Moonclan Stabbas


unit, add 3 to its control score.

Lunar Squigs: lfthe unit is a Squig Hoppers unit,


no mortal damage is inflicted on it when it uses
av Huva s“,*
Light ofthe Bad Moon. RETREAT abilities.

The territory picked remains under the Light of the Moonlit Hide: lfthe unit is a Rockgut Troggoths unit,
Bad Moon in the first and second battle rounds. In the add 1 to save rolls for it.
third and fourth battle rounds, the other territory is
under the Light ofthe Bad Moon.

. mmmABIHTIEg
‘I Your Hero Phase 1 Once Per Battle, Your Movement Phase

1 THE LUNATIC HORDES: From out ofcaves and ! THE HAND OF GORK: A bizarre ritual worked
I darkened lairs, a stream ofraveninggrots poursforth E before the battle calls down a ghostly green hand that
into the lurid light ofthe Bad Moon. l can carry a mob to where they are most needed.

Declare: Pick a friendly Moonclan Stabbas unit to l Declare: Pick a friendly unit that is not in combat to
‘ use this ability. 2 use this ability.

‘ Effect: You can return up to D3 slain models to 1 Effect: Remove that unit from the battlefield and set
‘ that unit. j it up again more than 9" from all enemy units.

FIGHT ANOTHER DAY: Your general has THE CLAMMY COWL: This enchanted hood
mastered the ignoble art ofstriking then running wreathes its wearer in damp gloom, causing enemies
away before the enemy can hit back. to swing wildly at their blurred outline and weapons

“9sWe«\eKPwM5-n1.a;”,»“
to slip in suddenly moistened palms.
Declare: Pick your general to use this ability if they
used a FIGHT ability this turn. Effect: Subtract 1 from hit rolls for attacks that target
your general.
Effect: Your general can make a 2D6" move but
cannot end that move in combat.

HALLUCINOGENIC FUNGUS BREW: Stolen NIGHTSHADE MUSHROOM: This black-


from the shamans ofthe Gobbapalooza, this potent cappedfungus bursts into a cloud ofpitch darkness
brew makes the imbiber almost impervious to pain. when tossed into the air.
However, as the battle progresses, the eflects start to
wear ofi Declare: Pick a friendly unit within your general’s
combat range.
Effect: Your general has WARD (4+) in the first battle
round, WARD (5+) in the second battle round, and Effect: That unit cannot be targeted by shooting
WARD (6+) in the third and fourth battle rounds. attacks in the next shooting phase.

* * ’K‘O‘W/‘lfp’m mm «LWWWWMWW ‘ "‘“wm—W. ..


0 SPEARHEAD WARSCROLL 0

LOONBOSS
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Moon-slicer 5 4+ 4+
CONTROL

A Loonhoss never lights lair, {3 Your Hero Phase' ‘_ ..


ducking and weaving around
. . .. . 3 I’M DA BOSS: Loonbosses
his enemies and hurling I . . _
endless mobs otgrots at them 3 Prefer to make the” mlmons do all
to wear them down, before ‘ thefighting.
finishing them oll' with a blade . .
to the throat or between the Dedare: P1Ck a frlendly Moondan
shoulder blades. Some will Stabbas unit Wholly Within 12" 0f
don moonrsl ped helms in this unit to be the target.
homage to their deity. the Bad _
Moon, in the hopes that it will Fife“: Ple 1:
shine u )on their battles and .
l
allow them to spread more
Beckon the Loonattc Hordes: Ifthe
madness and mayhem. 'lhough target “Int 15 net 1.“ combat, you
they will lay about themselves can return D6 Slam mOdelS to It.
with impressive commitment
it’pressetl, Loonhos. s; 't'er Stab ’Em Goad": Add 1 to hlt mus
tu lord it over their diminutive for attaCkS made by the target unit
minions. urging theln into the ‘ until the Start ofyour next turn.
tray with earrsplitting shrieks ‘
ot'outrage should the grot
..ault taller.

HERO, INFANTRY, WARD (6+)

' SPEARHEAD WARSCROLL 0

SQUIG HOPPERS
MELEE WEAPONS Attacks Hit Wound Rend Ability

‘ CONTROL f Slitta 4+ 5+

—— Squig’s Fang-filled Gob 3 4+ 3+ Companion


Squig llnppers houuce madly
into battle. wreakin ’ havoc on
anythingtheycollidel’with. ch x Any Movement Phase
ill-tempered squig has acackling BOINGl BOING! BOINGl: Squig Hoppers can cause
gm! slinging '0 it“ h ‘k, Whfl considerable damage simply by bouncing on top oftheir
‘1““5 Wildly 1“ "c“rl’y ""cml ‘ foes as they make their way across the battlefield.
he tries vainly to steer his welrd
slecd. Only the most madcap ot' Declare: Pick an enemy unit that any models in this unit

Sm“ Will “Wm!" 1“ ““0" ”‘0 passed across this phase to be the target, then roll a dice
swig ”Ol’pm‘ mummg rank" for each model in this unit that did so. i
for
each
fang-tilled
mount
is ’

"is“ “”mmmll“ 1“ ' “5 rider Effect: For each 4+, inflict l mortal damage on
must simply cling to its bumpy the target
body and hope not to be bucked
oll‘amidst the mayhem.

KEYWORDS CAVALRY, FLY


6"/ 0 SPEARHEAD WARSCROLL 0

HEALTH 7‘2 RANGED WEAPONS


ROCKGUT TROGGOTHS
Range Attacks Hit Wound Rend Damage Ability
\' 2 Throwin’ Boulders 10" 1 5+ 2+ 2 D3 -
l‘» CONTROL '
X MELEE WEAPONS Attacks Hit Wound Rend Damae Ability
Rockgul 'l‘roggoths hay * Massive Stone Maul 2 4+ 2+ 2 3 -
hides that are proofag,
blade, bolt and magical blast
alike. 'lheir lumpen claws 0 Start of Any Turn
and rangy limbs have a steely
REGENERATION: Troggoths are able to regrow
strength, allowing them to
injuredflesh almost as quickly as it is harmed.
wield huge but primitive clubs
and hurl nearby boulde . Effect: Heal (D3) this unit.
'lheir leathery tlesh can
also regenerate Willi ease,
rendering each beast almost
impossible to kill.

KEYWORDS INFANTRY, WARD (5+)

0 SPEARHEAD WARSCROLL '

{>64- MOONCLAN STABBAS


1 X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Stabba 2 4+ 5+ - 1 -
TROL

Moonclan Stabhas form ragged U Any Combat Phase


ranks that advance upon the
NETTERS: Moonclan grots use throwing nets to capture
toe with gongs‘ clnnging and
Cave Squigs and entangle theirfoes.
banners waving. ltyes tilled with
the madness ot‘the (iloomspite,
Declare: Pick an enemy INFANTRY unit in combat with
they pour over the enemy lines
this unit to be the target.
and stab wildly at everything in
their path. Alone, a single grot
Effect: Roll a dice. On a 2+, subtract 1 from hit rolls for
can do little to an armoured
attacks made by the target unit this phase.
foe, but when the Bad Moon
shines and they surge forth in
a nevervending horde, they can
drag down warriors many times
their size.
a‘v5Huvta‘sf @OGOR MAWTRIBES
TYRANT’S BELLOW

This Spearhead army consists


of the following units:

GENERAL
0 Tyrant
When an ogor Tyrant wishes to make himself heard, he speaks through
his tribe’s most devastating weapon: an ancient great-cannon known as an
Ironblaster. Ogors have a special love for blackpowder artillery pieces, for not
only do they make a most satisfying roar when fired, but each volley blasts
enemies into smoking gobbets of flesh — half-cooked and ready for eating.
To own even a single Ironblaster is a mark of great prestige amongst the
mawtribes, and Tyrants protect their assets on the battlefield by surrounding
UNITS them with a retinue of their toughest fighters, known as a Tyrant’s Bellow.
O 2 Mournfang Pack
9 3 Ogor Gluttons When prey is sighted, Mournfang Riders charge off to engage. They harry
O 3 Ogor Gluttons their targets with gunshot and hacking blows, driving them out into the
O 4 Leadbelchers open. It is then that the guns ofthe Tyrant’s Bellow open up en masse — not
O 1 Ironblaster just the Ironblaster itself but also the cannons wielded by the Leadbelchers,
lit tapers dangling from their slavering lips. This storm of metal and fire
reduces almost everything in its path to charred carrion, much to the amused
delight of the Tyrant. Belly rumbling eagerly, the oversized warlord then
advances at the head of his favoured Gluttons, hacking into pieces those foes
that still stand and selecting the choicest cuts of scorched meat for himself.

‘Hear that roar? That’s the sound of me Ironblasters, callin’ us to


the feast tables.’

— Tyrant Badgrulp Bearmuncher of the Meatfist

“ . -.
'h .‘ V. ,

Liberally smeared with dried gorefrom their last meal, lead photographer Erik’s agors hailfrom thefeared Bloodgullet
mawtribe ofButcher’s Gorge. 'Yhey prefer their meat raw and their enemies tenderised by clubbing blows.
' ON THE MAWPATH
The ogor tribes are always roaming the wilds beyond their
gluttholds leaving great trails of destruction.

Your Ironblaster and Mournfang Pack unit are not set


up during the deployment phase. Instead, from the third
battle round onwards, they can use the following ability:

BELLOWING ARRIVAL: A mighty roar echoes


3 across the battlefield as more hungry ogorsjoin
l thefray.
l

Eflect: Set up this unit anywhere on the battlefield,


within 1" ofa battlefield edge and more than 6" from
all enemy units.

PULVERISING GIRTH: There arefew armies in BRED FOR TOUGHNESS: Ogors choose only the
the Mortal Realms that can withstand the charge of toughest and most thick-skinned beasts to carry them
ravenous ogors. into battle.

Declare: Pick any number of friendly units that Effect: Add 1 to the Health characteristic of your
charged this phase. Ironblaster and your Mournfang Pack unit.

Effect: For each of those units, pick an enemy unit


in combat with it and roll a dice. On a 4+, inflict
l mortal damage on that enemy unit.

'“.NI,
‘— U Once Per Battle, Reaction: Opponent declared an

LONGSTRIDER: This warrior is said to be capable ATTACK ability Md targeted your general ‘;
ofrunning down a sprinting rhinox. FLASK 0F STONEHORN BLOOD: This icy- E
blue liquid imbue: the one who drinks it with the l
Eflect: Your general has a Move'characteristic of 8" toughnessof a Stonehorn. 5
instead of 6". l
/‘ Effect: Your general has WARD (3+) this phase. {

l
BOOMING ROAR: Relishing thefight, your BLUBBERGRUB: Thesefilthy and disturbingly
general roars a challenge to the enemy that makes the large maggots are afavourite ofthe big beasties of ,v
very earth beneath theirfeet tremble. the mawtribes.

Effect: Roll a dice. On a 4+, subtract 1 from hit rolls Declare: Pick either your Ironblaster or your ‘
for attacks made by enemy units this phase while Mournfang Pack unit if it is within your general's it
theyarewithin 9" ofyourgeneral. combatrange. 1

Effect:Heal(D6)thatunit. 1

{no
0 SPEARHEAD WARSCROLL 0
I
.—

2
l-H
TYRANT
: , _

% RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability . '
CONTROL Ogor Pistols 10" 2 4+ 3+ 1 D3 Shoot in Combat
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
The ferocious warleaders of the Thundermace 3 4+ 2+ 2 3 _
Gutbuster warglutts, Tyrants ‘- ,

«“»gvymw—-WVa’,
are living mountains ofiron and Beastskewer Glaive 2 An MONSTER
blubbery flesh. Each has risen to
the heights of power by eating
their rivals and bullying their
tribe-mates into doing as they’re . Your Hero Phase

n tolfi, andtheirbottomless BULLY OF THE FIRST DEGREE: Tyrants use


1 “PP?” can only be “turned by abrupt violence to help them maintain an iron rule over
, a lifestyle of constant plunder ‘
: their warglattl
and war. Despite their girth,

u“am“.,
theymove With surprising Declare: Pick a friendly unit wholly within 12” of this
speed, hacking their prey . V t .
into bloodychunks for easier unit to be the target. You cannot plck this unlt.

qgnsumption and relying “Po“ Effect: Add 3 to the control score ofthe target until the
aheavy gutplate - and several
thicklayersoffat —to keepthem Start Ofyour me)“ turn.
from harm.

vi

vat,uw m KEYWORDS HERO, INFANTRY

0 SPEARHEAD WARSCROLL 0
l
l :T.‘
.—

3 IRONBLASTER
‘5 I "
f 7"! RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability ‘ "
I. CONTROL Ironblaster Cannon 18" 2 4+ 2+ 2 D3+3 -
‘ X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
ii Themost destructive Clubber 2 4+ 2+ - 2 -
é btfifizgfigggmggflxd Rhinox’s Sharp Horns 2 4+ 2+ 1 D3 Companion
’5 the Ironblaster is an immense ,
i. cannon that hurls solid shot «
" into the heart of the enemy’s
'3 ranks,blastingfoesinto RHINOXCHARGE:Arhinox’sdoable—
, scraps ofchan'ed meat. Said horned skull can inflict considerable damage
1; to be relics of the long-dead when the beast charges into thefoe.
: Sky-Titans, these weapons are
l seen as status symbols amongst Effect: The Damage characteristic of this unit’s
l the mawtribes, and their Rhinox’s Sharp Horns is 3 ifit charged in the
; deafening roar has announced same turn.
) the commencement of countless
i; gory feasts. Each is mounted
‘ ’on a crude carriage and pulled
} intobattlebyarhinox,abad-
t tempered beast of the frozen
plains that has all the aggression
of its ogor master and a
battering charge to back it up.

{VN/ ik”
KEYWORDS WAR MACHINE
0 SPEARHEAD WARSCROLL 0
:
p—

:
L“
LEADBELCHERS ,
V
:1: g t
‘71 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability - ‘1 ,
CONTROL Leadbelcher Gun 15" D3 4+ 3+ 1 1 - {Y 1
X MELEE WEAPONS Attacks Hit Wound Rend Damage Ability J
The blackpowder-obsessed Bludgeoning Blow 2 4+ 2+ _ 2 _
gunners known as Leadbelchers
lumber into battle, blasting a ‘
away with their massive guns A PaSSlVC
, and “twang 'hem as makeShm FIRING FROM THE BELLY: An ogor’s sturdyframe easily absorbs the
l
bludgeons Should the foebe
i foolish enough to engage them in
recoil ofeven cannon-sized weapons.
h

i
hand'm'hand combat' Effect: Add 1 to hit rolls for this unit’s shooting attacks ifit has not used a
Move ability this turn.

KEYWORDS INFANTRY
,

0 SPEARHEAD WARSCROLL 0
:

OGOR GLUTTONS _
I x MELEE WEAPONS Attacks Hit Wound Rend Damage Ability ll;
CONTROL Ogor Weapons 4 4+ 2+ 1 2 _

2.

Ogor Gluttons are hulking,


l
.
muscle-bound brutes driven
DRIVEN BY HUNGER:
t entirely by an unending desire
r Gatbusters cannot wait to meet and
for food. They thunder into
battle like an avalanche of eat the enemy. :

.c-AV‘
9
sweaty flesh, taking great
bites out oftheir foes even as
they attack with crude clubs
Effect: .Add 1 to charge r0115 for
thls unit. 1‘
A,

;
and cleavers. ‘

KEYWORDS INFANTRY

dr—-—-—-——-—-—————-—-—-———-———-—--—————-—-—~t
0 SPEARHEAD WARSCROLL 0

HEALTH x MELEEWEAPONS
MOURNFANG PACK
Attacks Hit Wound Rend Damage Ability }‘
a

CONTROL Culling Clubs and Hackers 3 4+ 2+ 1 2 -


Mournfang’s Tusks 4 4+ 2+ 1 2
One might as well try to stop
a boulder rolling down a 0 Passive
mountain as halt the charge
of“ 0801' mounted atop a LINEBREAKERS: The thick hides ofMournfangs protect themfrom
Mournfang. These beasts make incoming missilefire as they charge headlong into the enemy’s battleline.
perfect linebreakers — they are
ornery in the extreme, feel little Effect: Subtract 1 from wound rolls for shooting attacks that target this unit.
in the way of pain, and possess
an appetite to rival that of
their riders.

KEYWORDS CAVALRY
OF BEHEMAT
WALLSMASHER STOMP
. ' . The towering progeny of the godbeast Behemat do not travel in great
This Spearhead army consists numbers. The more gargants, the less food, which is unacceptable to these
of the following units: .' lazy but highly destructive braggarts. Those who do roam with company
: form rough hierarchies known as ‘stomps’, bossed around by the biggest and
GENERAL v strongest Mega-Gargant within their territory.
9 Mancrusher Gargant
On occasion, tired ofliving under the heel of their boss, some Mancrusher
UNITS Gargants will break away to claim their own territories. Accompanied by a
O 1 Mancrusher Gargant couple of their best lackeys, they head off into the hills in search of food — or
O l Mancrusher Gargant to find some humie settlement to smash into bits. Gargants fight with little
finesse or strategy, but their large size means they can simply overpower
{ their foes regardless. One swing of their mammoth clubs or leathery feet
can knock down walls or crumple a line of pike-wielding ‘pipsqueaks’. If
their tiny foes scurry around out of reach, the gargant needs only to scoop
up a great boulder to hurl and splatter them like bugs. Most gargants bear
some kind of sack for carrying such delicacies around, as well as souvenirs
to brag of their battle prowess. As the Mancrushers are of similar stature,
competitions often erupt as to who can crush the most enemies. Some
smaller stomps change leadership regularly based on such rowdy contests.

‘Love crushin’pipsqueaks. ’Specially saving the bits between me


toes for later.’

- Vorsh the Fist

0 SPEARHEAD WARSCROLL 0

MANCRUSHER GARGANT
7"! RANGEDWEAPONS Range Attacks Hit Wound Rend Damage Ability ;
Throwin’ Rocks 12" 1 5+ 2+ 2 D3 -
MELEE WEAPONS Attacks Hit Wound Rend Damage ll
' l‘th shakes to the Massive Club 4 4+ 2+ i
thunder ofgurgunt l‘ootl‘alls, the ;
Mancrushers muster for war. No ’Eadbutt 1 4+ 2+ ,
longer are they iii In less nomads Mighty Kick 1 4+ 2+
and indulgent tlrunknrds; now
they are \vm'ehungry terrors x Any Combat Phase
inspired to violent

I’l’ 1"“ l""”“l*“‘">L l'“l"1~’ STUFF ’EM IN ME BAG: TIMBER!: A dyinggargant is a


their own lUl‘l‘llOl‘lLS and wilh
. . . Gargants are known to grab hapless weapon ofruin in its own right,
dr°;.‘:'l“_.°_llg'svn‘vlnl‘:LU.[have warriors and stufithem screaming though it is anyone’sguess where —
Migrkn U ‘mn‘L’ "I: K into their bags ‘for Iater’... and on whom — their body willful].
“#2:":111? “(1‘12“ Il‘int'lrll ’ Declare: Pick an enemy unit l Effect: lfthis model is slain, before
witllhurlcll hinlllcrs And) in combat with this unit to be the removing it from the battlefield,
target, then roll a dice. the players must roll off. The
winner picks a point on the
Effect: If the roll is at least
battlefield up to 3" from this model.
slutling tlieht int for later dOUble the target units Health lnflict D3 mortal damage on each
mmulnplmm in death characteristic, 1 model in that unit enemy unit within 2.. of that point.
they1 an hielleth. [more tlhun 1sslam. This model is then removed from
one moo lit. to: ms ms nu] the battlefield.

crushed by the toppling corpse


ol'the very aunt they slew

KEYWORDS MONSTER, REINFORCEMENTS

f‘‘\&
MA?"
Mancrusher Mobs are led
by fearsome gargants known
as Bullstompers.

Your general has the HERO keyword


(in addition to the MONSTER
keyword) but does not have the
REINFORCEMENTS keyword or icon.
U Any Combat Phase
BELLOWING ROAR: An
ear-splitting bellow let loose by a
Mancrusher can send the enemy
battleline into disarray.

Declare: Pick a friendly unit to


use this ability, pick an enemy
unit in combat with it to be the
target, then roll a dice.
71 Your Hero Phase
‘GRAB THOSE ROCKS
AND CHUCK ’EM!’: Your
general commands theirfellow
gargants to hurl as many rocks at
the enemy as they can.

Declare: Pick your general to use


this ability, then pick another
friendly unit wholly within 12"
1‘

aVHguVfiéIS
of them.
Effect: On a 2+, subtract 1 from
hit rolls for attacks made by the EffectzfAdd 1 to the Attacks
target unit this phase. characteristic of that unit’s
Throwin’ Rocks this turn.

0 Once Per Phase (Army), Any Charge Phase

FOE-CHOMPERS: The Mancrushers hoist hapless EARTH-SHAKING CHARGE: The ground


enemies up into the air mid—battle, letting them shakes as the colossal gargants charge head-first into
tumble into their cavernousjaws before giving a the fray.
mighty belch ofsatisfaction.
Declare: Pick a friendly unit that charged this phase
Eflect: Each time an enemy model is slain by to use this ability, then roll a dice for each enemy unit
a friendly unit’s ‘Stuff ’Em In Me Bag’ ability, in combat with it.
Heal (D3) that unit.
Elfect: On a 3+, that enemy unit has STRIKE-LAST
this turn.

. . “5 ‘,4:-t;.',' ' . “
. Ul’assivc

MONSTROUSLY TOUGH: This greedy gargant EXTRA-BIG BAG: Made from the tattered
always takes thejuiciest spoils ofbattle and has an remains ofenemy banners, even more screaming
impressive gut as a result. ' warriors can be stufied into this large and garish bag.

Effect: Your general has a Health characteristic of 15 Effect: When your general uses their ‘Stuff ’Em In
instead of 12. Me Bag’ ability, you can pick 2 enemy units instead
of 1 (roll for each).

1 Passive

LANKY GIT: This long—legged gargant strides across FURIOUSLY TERRITORIAL: Nothing infuriates
the battlefield at afrighteningpace. this gargant more than pipsqueaks laying claim to the
lands around them.
Effect: When you make a charge roll for your
general, roll 3D6 instead of 2D6. Effect: Add 1 to hit rolls for attacks made by your
general that target an enemy unit that is contesting
an objective you do not control.

WW5! 1";va an am- a», 1W3‘mwQ‘h ~37W~mwlflmssg . ,,


l

NOE)SEI'.w5Rm3w7I.~z“w-
CORE RULES
THE MOST v
1.0 CORE CONCEPTS
IMPORTANT RULE Battles in Warhammer Age of Sigmar are fought on a surface that is referred
While you’re playing to as the battlefield. Each battle uses a scenario called a battleplan, which
. Warhammer Age of Sigmar, ; will explain how to set up the battlefield and how to determine the winner.
you might encounter a rules ‘
n situation that you aren’t sure 4,: Each player is the commander of an army. Each army belongs to a faction
how to resolve. If you’re new ; and is made up of groups of models called units. Models and units in your
to the game, we recommend g army are referred to as friendly models and units, and models and units in
discussing with your your opponent’s army are referred to as enemy models and units.
opponent and agreeing on a
fair and reasonable solution 34
‘ so you can get on with the ; 2.0 TOOLS OF WAR
game as quickly as possible. 4} To fight a battle, you will need:
Otherwise, the Special Rules “
section includes detailed 4 - A tape measure
instructions on how to resolve . Some dice
these situations. . A surface to play on (the battlefield)
.mm~......¢. ...m. m... a m" -—.,.....-,...a. n - . Wm . 2 armies of Citadel Miniatures

2.1 MEASURING DISTANCES


RULES UPDATES Distances in Warhammer Age of Sigmar are measured
We are committed to T in inches ("), between the closest points on the bases
supporting Warhammer Age 1 of the models you’re measuring to and from. You
of Sigmar rules via regular free 9‘ can measure distances whenever you wish. When
' updates based on community 4 measuring the distance between units, always
feedback. Please check 4 measure the distance between the closest
warhammer-community.com i points on the bases of the closest
to download the latest updates models in each unit. If a model does
l not have a base, measure to and from
and FAQs. or

t
Warm» 4"» mem-«m WW the closest point on the model instead.

2.1.1 WITHIN AND WHOLLY WITHIN


RULES SUMMARIES A model is within a certain distance of something (e.g. another unit, a
9 Many pages in the rules territory or an objective) if any part of its base is within that distance.
have red boxes in the A model is wholly within a certain distance of something if every part
sidebar, such as this one. of its base is within that distance.
9 'lhese give you
short summaries of A unit is within a certain distance of something if any part of the
important rules. base of any model in the unit is within that distance. A unit is wholly
0 lfyou need to read a rule in within a certain distance of something if every part of the bases of all
full. refer to the main text. of the models in the unit is within that distance.

2.2 DICE : :
WarhammerAgeofSigmarusessix-sideddice, often . L
DESIGNER’S NOTES abbrevrated to D6. : ‘ O Q
Many pages have grey boxes
in the sidebar, like this one,
that provide commentary
. on the rules or other
<".NMfiw—n-Afi
4?
. Some rules refer to <2D6a, z3D6a and so on — in
-
cases, roll a number of dice equal to the number
before ‘D6’ and add the results together.
such .
fl '' .‘ . 'I'

‘ supplementary information. *‘4 . A roll of‘2+’ means a roll of2 or more, a roll of‘3+’ means a roll of3 or
These boxes provide 9 more, and so on.
additional insight or context, - If a rule requires you to roll a D3, roll a dice and halve the total,
- but do not contain any rules ‘i rounding up. For D3 rolls, a roll of ‘2+’ means a result of 2 or more after
needed to play the game. S halving the total and rounding up.
f, W‘Aawwmm' o Effects that allow you to modify a dice roll are called modifiers.
- 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.
at
"t

andssamu
3.0 FACTIONS
Each army belongs to a faction, e.g. Stormcast Eternals or Skaven.
Each faction has a set of faction rules, which include battle traits,
battle formations, enhancements and lores. These can be found in various
publications but most commonly in the faction’s battletome.

4.0 WARSCROLLS
The rules for each unit are contained on a warscroll:

' SPEARHEAD WARSCROLL °

9 CLAWLORD
HEALTH 7! 7 ,l RANGED WEAPONS
ON GNAW-BEAST
Range Attacks Hit Wound Rend Damage Ability
Crit (Auto-wound),
3 ‘ (ONIROI Ratling Pistol 10" D6 3+ 3+ 1 Shoot in Combat ‘1
('Lmlml‘ -|“' ”'t‘ 1‘ “""m‘" X MELEE \VEAPONS Attacks lIit Wound Rend Dama e Ability
rtllt'i‘sul ”Ifritlllk \'t'i‘ll|ill||\. '
mt- Iim m llmusamlxuf Warpforged Halberd 5
mimuns Ilium Int-\pcml .II .| Gnaw—beast’s Chisel Eng; 4
mumt'nIK Imlit‘t ll.lkt‘\ lmlll
umning .nul \ inuusncn In
huhl their lull} pusiliuu..tml

“'“‘""“l ('l"“]"""‘ """‘ l'“ CORNERED RAT: A Clawlord infearfor their lzfe
\ullmgm\Innpluam Inult-ml ht: with rabid 2mm
.md :1qu mt- «nrucrul .ulmmlx fig f y‘
in nnlt-r lu l\t'L'|‘ Ilu‘ir «M i" Effect: While this unit is damaged, add 3 to the Attacks

[.I'“ "“mdd'n' \“ "'“"l“'”'“‘


l.l\u||r\ [I‘AIIII Iut'llllu‘l‘\ ut llIt'
characteristic of its Warpforged Halberd.
lllllt‘l‘ (innit ( 1.1m in line \\.I\
to do Illh. .uul m llu- Iutlsl
pmu-ilul t'l.mlortl~ will rule
upon .1 (i|l.l\$ [must [)l'L'tl by
th‘ is Muulttrr .| gangli.
\hrwkn .ihuminalinn“lum-

hung h men num- \muitmus


llmn lll.|( nl |i\ fikrnt'll llhhlL‘l‘.

0 TheMOVE characteristicdetermineshowquickly a TheUNIT TYPE.


the unit can move across the battlefield (see 15.0).
e The KEYWORDS that the unit has (see 5.1)
The HEALTH characteristic determines how
many damage points can be allocated to a unit a The WEAPONS the unit is armed with. Weapons
before a model in the unit is slain (see 18.2). are either melee weapons, used to make combat
attacks, or ranged weapons, used-to make
The CONTROL characteristic determines how shooting attacks. Each weapon has its own
well each model in the unit can contest objectives characteristics (see 16.0).
(see 32.2).
, 0 Any special ABILITIES the unit can use (see 5.0).
The SAVE characteristic determines how well
armoured the unit is. This characteristic is the roll
you need to equal or exceed to save a model from
harm, so a lower value is better (see 17.0).
5.0 ABILITIES
The vast majority of things that units can do in Warhammer Age of Sigmar
are called abilities. This is an example of an ability:

Ability icons give you an idea 1 . 71 Ym” Shoo‘ing Phase 0 Timing


: what kind of effect the ability SHOOT: The warriors take aim and unleash a
. has at a glance. deadly volley. Name and
description
1 Movement Ability a Declare: Pick a friendly unit that has not used
X Offensive Ability . a RUN or RETREAT ability this turn to use this Declare
U Defensive Ability I ability. Then, pick one or more enemy units as the instructions
76 Shooting Ability target(s) of that unit’s attacks (see 16.0).
\IRauyingAbility 0 Effect
at}SpecialAbility I, 0 Effect: Resolveshootingattacks againstthe
‘ . ControlAbility a target unit(s). 6 Keywords
~” ' J ' e KEYWORDS CORE, ATTACK, SHOOT

5.1 KEYWORDS
Some abilities have one or more keywords listed at the bottom ofthe
ability on their keywords bar, e.g. the ‘Shoot’ ability shown above has the
CORE, ATTACK and SHOOT keywords. Units also have a keywords bar on
their warscroll.

Keywords let you know which abilities can be used or which units can be
picked as targets for an ability. For example, the ‘Charge’ ability can only
be used by a unit ifit did not use an ability with the RUN or RETREAT
keyword earlier in the turn. The singular and plural forms ofa keyword
are synonymous for rules purposes.

5.2 USING ABILITIES


The timing of an ability tells you when it can be used. When using an
ability, follow these stepsi

l. Declare the Ability: Tell your opponent Which ability is being used. If
the ability has Declare instructions, resolve them at this step.

2. Use Reactions: Starting with the active player (see 12.0), the players
alternate using any abilities with an appropriate Reaction timing.

3- W EollO’wthe instructions in the Efiect part of


the ability ' ‘ 1 . ,_ ,

5.3 THE RULES OF ONE


- A unit cannot use more than 1 CORE ability per phase (see 14.0).
. A unit cannot use the same ability more than once per phase, unless
specified otherwise.
- A unit cannot be afiected by the same passive ability more than once
at the same time. For example, ifa unit is within range oftwo different
terrain features that have the ‘Cover’ passive ability, the effect only
applies to it once.

5.4 PASSIVE ABILITIES


Abilities that have the Passive timing are called passive abilities. Passive
abilities are not declared. The effects of passive abilities always apply if the
conditions of the ability are met, and they must be applied ifit is possible
to do so.
7 S

”....,4».

SEDIO' D‘IL
ABILITIES EXAMPLE
Ben and Ies are fighting a battle, and Ben’s Rat Ogors have charged into Ies’s Liberators. It is Ben’s turn to pick
a unit to fight. The following example shows how abilities are used, but don’t worry too much about the specific
abilities, as they will be explained later in the rules.

Ben uses the ‘Fight’ ability. The first step is to resolve any Declare
instructions for the ability. In this case, Ben picks his unit of Rat
‘5... ."
Ogors to use the ability, then they make a pile-in move. Finally, Ben
picks Ies’s Liberators unit as the target of all the Rat Ogors’ attacks.

X Any Combat Phase

FIGHT: Locked in a deadly melee, the fighters strike out at


their foes.

Declare: Pick a friendly unit that is in combat or that charged


this turn to use this ability. That unit can make a pile-in move.
Then, ifthat unit is in combat, you must pick one or more
enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).

KEYWORDS CORE, ATTACK, FIGHT

After declaring the ability, Ben has the first opportunity After Ben uses ‘All-out Attack’, 165 uses the ‘All-out
to use any reactions. As ‘Fight’ has the ATTACK Defence’ ability to try to protect his Liberators against
keyword, Ben is able to use the ‘All-out Attack’ ability to the upcoming onslaught. Ben then passes on using any
improve his Rat Ogors’ attacks. further reactions, then Ies does the same.

X Reaction: You declared an ATTACK ability U Reaction: Opponent declared an ATTACK ability

ALL-OUT ATTACK: The warriors fight with a ALL-OUT DEFENCE: The soldiers close ranks
frenzied vigour. to holdrofir an incoming attack.

UsedBy:Theunit usingthatATTACKability. UsedBy:A unittargetedbythatATTACKability. ; I ~

Effect: Add 1 to hit rolls for attacks made as part of Effect: Add 1 to save rolls for that unit in this phase. V
that ATTACK ability. This also afiects weapons that
have the Companion weapon ability.
i
‘All-out Attack’ and ‘All-out Defence’ are examples of ,
Advanced Rules, which are used in certain battlepacks. i
, .. n _ . » . _ ...»...,M,g.~e~ ., ........ ~ 4.. ., .._ n - ... .. . ~ ~ .. . r 1 " .r‘

Now that the Declare instructions have been resolved and both
players have had a chance to use reactions, Ben can resolve the
effect ofthe ability, resulting in 2 Libenyrs being slain (see 18.3).

X Any Combat Phase

FIGHT: Locked in a deadly melee, the fighters strike out at


their foes.

Declare: Pick a friendly unit that is in combat or that charged


this turn to use this ability. That unit can make a pile-in move.
Then, if that unit is in combat, you must pick one or more
enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).

KEYWORDS CORE, ATTACK, FIGHT

WW... I}, “mag-r H» “we. . . J .. m


nosSEI' ml
6.0 VISIBILITY
9 If any part of another A target model is visible to another model (which we’ll call the ‘observing
model can be seen by an model’) ifyou can draw a straight line through the air (whether horizontal,
observing model, both diagonal or vertical) from any point on the observing model to any point
the target model and- its on the target model that does not intersect any objects except for other
unit are‘visible to that models in the observing model’s unit. A target unit is visible to an observing
observing model. 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.

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.

was.“

Even though only halfofthis Liberator can be seen, he counts as being visible.
A model is visible no matter how much ofthe model is blockedfrom sight or
how little ofit is visible; ifanypart ofthe model can be seen, it is visible.

An observing model’s visibility can be blocked by enemy models. The Rat Ogor
in this shot is visible to the Liberator on the right but is not visible to the
Liberator on the left because it is hidden by the Plague Furnace.

The Liberator at the back ofthis unit can see through theirfellows. Models
don’t block the visibility ofother models in their unit — it is assumed that they
fight in such a way as to not obstruct one another’s attacks.
7.0 COMBAT RANGE
Each model has a combat range that extends 3" horizontally from its base 9 A unit ombat range
and any distance vertically from that circle to form a cylinder. The combat extends 3" out from every
range ofa unit extends 3" horizontally and any distance vertically from every model in that unit.
model in that unit. Units from opposing armies that are within each other’s O If any enemy models are
combat range and that are visible to each other are in combat with each within a uni " combat
other. When a unit that is not in combat enters the combat range ofa visible range and visible to it. that
enemy unit, it moves into combat. unit is in combat.

A model’s combat range extends 3” horizontally Even though both Rat Ogors are within the combat range
outwardsfrom it in all directions and an infinite distance ofthe Liberator, the Rat Ogor behind the wall is not
vertically. Note that this is measuredfrom the edge ofits visible to the Liberator and is therefore not in combat.
base, not the centre.

A unit’s combat range extends 3" horizontally and any A unit is in combat with a visible enemy unit ifany ofits
distance verticallyfrom all models in the unit. As you can models are within the combat range ofthat enemy unit. ‘-./ "
see, this forms a sort of ‘cloud’. Even though 1 Rat Ogor is not within the Liberators’ '
combat range, its unit is still in combat.
Ll .l I SETTING UP FOR BATTLE
ln ess specihet ot ierwise in
the battlepack or battleplan: 8.0 THE ARMIES
Before starting a battle, both players will need an army, Some battlepacks use
9 Set up objectives. pre—made armies, while others include rules on how to fill your army roster.
9 Set up terrain.
9 Determine territories.
Q Deploy armies. 9.0 BATTLEPLANS
O The player who lost Before any battle, you’ll need to pick a battleplan. A variety of battleplans are
the rolLofi‘to choose available in each battlepack, and additional battleplans are available in other
territories decides who publications. Each battleplan is a scenario to play — it outlines territories,
begins deployment. objectives and victory conditions, in addition to any special rules that apply
to that battle.

9.1 BATTLEFIELD MAP


Each battleplan includes a battlefield map that is divided into quarters.
The map will show the locations of any objectives and the players’
territories. Each battlepack or battleplan will indicate the recommended
battlefield size based on the size of game you are playing.

DEFENDER’S TERRITORY

ATTACKER’S TERRITORY

9.1.1 SETTING UP OBJECTIVES AND TERRAIN FEATURES


Many battlefields have key locations called objectives, and almost
all battlefields have terrain features such as buildings, ruins and
woods. Unless otherwise specified, players should first set up objective
markers at the locations indicated by a gold circles (Q) on the
deployment map, then set up terrain features in a mutually agreeable
manner. Many battlepacks and battleplans include further instructions
for setting up terrain.

9.1.2 TERRITORIES
Unless otherwise specified in the battlepack or battleplan, after terrain
has been set up, the players should roll off. The winner decides which
territory belongs to which player. Their opponent decides which player
begins deployment.

. A unit is within a territory ifany part ofthe base of any model in the
unit is within that territory.
. A unit is wholly within a territory if every part of the base of every
model in the unit is within that territory.
- The area of the battlefield that is neither player’s territory is
neutral territory.
IEur5 mmo
10.0 THE DEPLOYMENT PHASE Q Player who begins
Once the battlefield is ready, the players must deploy their armies. This is deployment can use any
done in a special phase called the deployment phase. The deployment phase DEPLOY TERRAIN abilities,
happens once per battle, before the start of the first battle round (see 12.0). followed by their opponent.
0 Players alternate using
STEP 1 — DEPLOY FACTION TERRAIN FEATURES DEPLOY abilities.
Some factions have faction terrain features, which have their own Q Player who begins
warscrolls and are set up using DEPLOY TERRAIN abilities. The player deployment must use
who begins deployment must use DEPLOY TERRAIN abilities first, any other Deployment
followed by their opponent. Phase abilities, then their
opponent can do so.
STEP 2 — DEPLOY ARMIES
Unless otherwise specified in the battleplan, the players alternate using
DEPLOY abilities to deploy their units, starting with the player who
begins deployment. Once one player has no more DEPLOY abilities to
use, their opponent must continue to use DEPLOY abilities until they
also have no more to use.

STEP 3 — USE DEPLOYMENT PHASE ABILITIES


Afterbothplayershavefinisheddeiloiinitheirunits,theplayerwho
begins deployment can use any Deployment Phase abllities that are not
DEPLOY or DEPLOY TERRAIN an ities, in t e or- er oftheir choosmg,
then their opponent can do the same.

10.1 UNIVERSAL DEPLOYMENT PHASE ABILITIES

¢ Deployment Phase
1!} Deployment Phase _
DEPLOY UNIT: Additionalforces take to
the field. DEPLOY REGIMENT: A mighty hero leads
their retinue into battle.
Declare: Pick a unit from your army roster that
has not been deployed to be the target. Declare: Pick a regiment from your army
roster to be the target. No units in that regiment
Effect: Set up the target unit wholly within can have already been deployed.
friendly territory and more than 9" from
enemy territory. After you have done so, it has Effect: Keep using DEPLOY abilities without
been deployed. alternating until all units in that regiment have
been deployed. You cannot pick units that are
KEYWORDS DEPLOY
not in that regiment as the target of any of those
DEPLOY abilities.
0 Deployment Phase
_ KEYWORDS DEPLOY
DEPLOY FACTION TERRAIN: The army has
taken to thefield surrounding an important and
powerful landmark. ‘ A regiment a collection of units. It'15 one of

Declare: Pick a friendly faction terrain feature


that has not been deployed to be the target.
Somefa‘enonshave special DEPLOY abilities,
Effect: Set up the target faction terrain feature such as thefscions of the Storm’ ability of the
wholly within friendly territory, more than 3" from Stormcast Eternals.
all objectives and other terrain features. After you «~A....~.,_.»-4« -. " "" ._. faw- ,,,,,, w-mf. » v» W. .,...,.-~a _..

have done so, it has been deployed.

KEYWORDS DEPLOY TERRAIN


9 Thebattlelastsafixed
number of battle rounds. .
THE BATTLE
9 Each battle round contains , 11.0 BATTLE SEQUENCE
2 turns. ' Each battle lasts a number of battle rounds, specified in the battleplan.
O The player whose turn " During each battle round, each player will take a turn. Each turn is broken
is taking place is the down into multiple phases (see 13.0).
active player. Y
9 Each turn contains
7 phases. 3 12.0 START OF BATTLE ROUND
9 In each phase, the active V At the start of each battle round, follow these steps:
player uses abilities first,
then their opponent does ; 1. Determine the Active Player: If it is the first battle round, the player who
the same. ' finished setting up their army/first decides who will take the first turn
, (unless otherwise specified in the battlepack or battleplan).

If it is not the first battle round, the players make a roll-off called the
priority roll and the winner decides who will take the first turn. If the
roll-off is a tie, the player who took the first turn in the previous battle
round decides who will take the first turn in the current battle round.

When it is a player’s turn, regardless of whether they take the first or


second turn, they are referred to as the active player.

2. 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.

3. Start of Battle Round Abilities: The active player can use


any Start of Battle Round abilities first, then their opponent can do
the same.

13.0 TURN PHASES


Start 0|”l‘lu‘n Each player’s turn is broken down into 7 phases, as shown on the left. In
each phase, the active player can use any abilities with the ‘Your (...) Phase’
Hero Phase
or ‘Any (. . .) Phase’ timing in the order of their choosing. For example,
Movement phase in the Movement Phase, the active Ila er could use abilities with

the or timing-
Shooting Phase

Once the active player has finished using abilities, their opponent can then
Charge Phase
use any abilities with an ‘Enemy (...) Phase’ or ‘Any (...) Phase’ timing, in
Combat Phase
the order of their choosing.

1 End of Turn 13.1 FIGHT ABILITIES


Abilities with the FIGHT keyword follow a different sequence to other
abilities. When the players are using abilities as described
in 13.0, they cannot use FIGHT abilities.
O The active player uses '
Combat Phase abilities that 1 After the players have finished using abilities that are not
are not FIGHT abilities, FIGHT abilities, they must alternate pic ing 1 e igi-le unit to use a FIGHT
then the opponent does _ ability, starting with the active player. Each unit in combat must use a
the same. FIGHT ability if it is able to.
Q Players alternate picking "
a unit to use a FIGHT . Once a player has no more units that are eligible to use a FIGHT ability,
ability, starting with the .' the other player continues to pick units that are eligible to use a FIGHT
active player. ; ability, one after another, until there are no more units that are eligible to
0 Each unit must use a .. use a FIGHT ability.
FIGHT ability ifit is able to.

c ; using, jGHTanilitifié
a i ities -»."T*start'1fi§wi'ththe )1
(not FIGHT) active player
mkywvymmww """ ~,.,,',,»9 4..., .c_ ,g Mama—4K;
14.0 UNIVERSAL CORE ABILITIES 14.2 SHOOTING PHASE
The following CORE abilities can be used by any unit.

s92d.amu.
7! Your Shooting Phase
Remember that each unit can use a maximum ofl CORE
ability per phase (see 5.3). SHOOT: The warriors take aim and unleash a
deadly volley.
14.1 MOVEMENT PHASE
Declare: Pick a friendly unit that has not used
a RUN 0r RETREAT ability this turn to use this
NORMAL MOVE: The warriors advance across ability. Then, pick one or more enemy units as the
the battlefield. target(s) of that unit’s attacks (see 16.0).

Declare: Pick a friendly unit that is not in combat Effect: Resolve shooting attacks against the
to use this ability. target unit(s).

KEYWORDS CORE, ATTACK, SHOOT


Effect: That unit can move a distance up to its
Move characteristic. That unit cannot move into
combat during any part ofthat move.
14.3 CHARGE PHASE
CORE, MOVE
1 Your Charge Phase
1 Your Movement Phase
CHARGE: With a mighty battle cry, the warriors
RUN: The unit rashes into position. charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat Declare: Pick a friendly unit that is not in combat
to use this ability. and has not used a RUN or RETREAT ability this
turn to use this ability. Then, make a charge roll
Effect: Make a run roll of D6. That unit can move Of 2D6. .
a distance up to its Move characteristic added to
the run roll. That unit cannot move into combat Effect: That unit can move a distance up to the
during any part of that move. value of the charge roll. That unit can move
through the combat ranges of any enemy units
KEYWORDS CORE, MOVE, RUN
and must end that move within 1/2" of a visible
enemy unit. Ifit does so, the unit using this ability
1 Your Movement Phase
has charged.
RETREAT: The fighters disengage from combat,
CORE, MOVE, CHARGE
though at the cost oflowering their defences.

Declare: Pick a friendly unit that is in combat to


use this ability. 14.4 COMBAT PHASE

X Any Combat Phase


Effect: Inflict D3 mortal damage on that unit.
That unit can move a distance up to its Move FIGHT: Locked in a deadly melee, thefighters
characteristic. That unit can move through the strike out at theirfoes.
combat ranges of any enemy units but cannot end
that move within an enemy unit’s combat range. Declare: Pick a friendly unit that is in combat
or that charged this turn to use this ability. That
KEYWORDS CORE, MOVE, RETREAT
unit can make a pile-in move (see 15.4). Then, if
that unit is in combat, you must pick one or more
enemy units as the target(s) of that unit’s attacks
(see 16.0).

Effect: Resolve combat attacks against the


target unit(s).

KEYWORDS CORE, ATTACK, FIGHT


MOVEMENT
9 When moving a unit, move
any number of models in 15.0 MOVEMENT
that unit. Some abilities allow a unit to move. When a unit moves, each model in that
9 Each model can turn and unit can move, one at a time, in the order chosen by that unit’s commander.
pivot, but no part of its base
can move farther than the When a model moves, it can pivot and change direction as often as you like,
m' ’iann distance. but no part of that model’s base can move a greater total distance than the
O Units can move any maximum allowed by the ability used. Models cannot move beyond the edge
dir ance up to the of the battlefield or through other models, and they can never end a move
maximum specified in standing on top of another model (the base counts as part ofthe model).
the ability.
9 Units must end their move A model’s base is assumed to remain parallel with the battlefield as it moves.
in coherency. Ifa model ends its move on an uneven surface, it must be able to stand up by
itself with its base as close to parallel with the battlefield as possible (in other
words, models cannot lie flat on the battlefield or lean against terrain to stop
them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on
the battlefield. No part ofthat move can be within the combat range ofthe
Liberators, so the Grey Seer has to stay outside the area marked in blue.

15.1 COHERENCY
0 After finishing a move, Any time a unit is set up or ends a move, it must be in a single group. A
a unit must be in a unit is considered to be in a coherent group if each model in that unit is
single group. within coherency range, measured horizontally, of at least 1 other model
O Coherency ange is in that unit (ignore diiferences in height between the two models).
‘5' horizontally
O liach model must be within For the majority of units, coherency range is 1/2", though some units
coherency range ofa (particularly those with large models with overhanging parts) have a
ditl‘erent model from the longer coherency range noted on their warscroll for ease of play. While
same unit. there are 7 or more models in a unit, that unit is considered to be in a
Q While a unit has 7+ models, coherent group if each model in that unit is within coherency range of
each model must be in at least 2 other models in that unit.
coherency with 2 other
models in the unit. Ifit is not possible for a unit to end a move in a single coherent group, that
move cannot be made.
15.2 MOVING ACROSS TERRAIN a.cfir‘i

HHQSEI' RI
When a model moves, it can move over terrain features but not through Q Models can move freely
them. A model can be moved over terrain features that are 1" or less over terrain features 1" or
in height as ifthey were not there. A model can be moved vertically in less in height.
order to climb up or down any terrain features that are taller than 1", 0 Models can climb up and
counting the vertical distance as part ofits move. Models cannot end a down terrain features, and
move mid—climb. they can jump down from a
higher ledge.
15.2.1 JUMPING DOWN 9 Models cannot end a move
When a model that is on a terrain feature moves, it can jump down mid-climb or mid-jump.
from the edge of the terrain feature to land on a lower part of the same
or a different terrain feature or to land on the battlefield. To do so,
you must trace the path of the model’s move to the edge of the terrain
feature. Then, that model can jump down any distance, but doing so
immediately ends their move. Models cannot end any kind of move
mid-jump — ifit is not possible to end the move as a result, that move
cannot be made.

As a model moves across terrain, its base is assumed to stay in contact


with the terrainfeature and parallel to the battlefield. Models can climb
up or down terrain. They canjump down too, but this ends their move.

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: O Pile in: move up to 3".
Q ll‘in combat, the unit must
If your unit is in combat: Pick an enemy unit your unit is in combat with end the move closer, or at
to be the target of the pile-in move. Each model in your unit can move up least as close. to the target
to 3". That move can pass through the combat ranges of any enemy units, enemy unit.
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 When moving flying units, .9.
direction. That move can pass through/and end within the combat ranges move them horizontally
of any enemy units. in any direction, ignoring
intervening models and i
15.4: FLYING terrain, and place them where
Units with the FLY keyword have the following passive ability: you wish, so long as they are
allowed to end their move
on that spot. Note that some .
FLY: Soaring above the battlefield, this unit can reach destinations that units have the FLY keyword ‘
are inaccessible to other troops. even if that unit can’t really . ~ - ~~
fly. This often represents ~ ‘" ,1
Effect: As this unit moves, it ignores other models, terrain features units that bounce, bound or
and the combat ranges of enemy units. It cannot end its move in . skit-ter across the battlefield
combat unless specified in the ability that allowed it to move. Ignore _;§o adeptly that they might as
s

any vertical distance moved for this unit. I well:be flying!


ATTACKING
0 Pick targets for all attacks
when declaring an 16.0 PICKING TARGETS
ATTACK ability. When declaring an ATTACK ability for a unit, you must pick the target
0 lfa unit is in combat, it unit(s) for its attacks. The number of attacks each model can make is equal to
can only attack units it is the Attacks characteristic of the weapons it is using. In most cases, models
in combat with and that attack with every weapon on their warscroll (melee weapons for combat
are visible to it. attacks, ranged weapons for shooting attacks), though some warscrolls
Q If making a combat attack, specify that certain models in the unit are armed with special weapons or
the target must be within that the unit must pick between multiple weapons when it attacks.
the attacking model’s
combat range. If the unit is in combat, it can only target units that are in combat with it. If
9 If making a shooting a model has more than one attack, you can split the attacks between eligible
attack, the target must targets as you wish. /,
be visible and within the
weapon‘s Range. . Combat attacks are made with melee weapons. The target unit(s) must
6 A unit cannot make be within the combat range of the attacking model and visible to it. The
shooting attacks if it model must attack with all of the melee weapons it is armed with.
is in combat, unless
otherwise specified. . 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).

17.0 THE ATTACK SEQUENCE


Resolve steps 1-4 below for each attack made against a target unit, one attack
at a time. If you picked more than one target unit for the ATTACK ability,
resolve all the attacks made against one unit before moving on to the next, in
an order of your choosing. Once you are familiar with the attack sequence,
see ‘Fast Dice Rolling’ (see 17.3) if you want to speed up play.

Critical hits have no effect on 1. Hit R011: R011 a dice. If the roll equals or exceeds the attacking weapon’s
; their own but often trigger Hit characteristic, the attack scores a successful hit: move on to the next
' additional effects (see 20.0 step. If not, the attack fails and the attack sequence ends. Unmodified hit
Weapon Abilities). rolls of 1 always fail. If an unmodified hit roll for an attack made with a
4M»W~% mmmflr-wu N» weapon is a 6, that attack is a critical hit.

2. Wound R011: R011 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.

3. 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.

1. Keep track of the number of 4. Determine Damage: The attack inflicts a number of damage points
.' damage points in the damage on the unit equal to the Damage characteristic of the weapon. Inflicted
i L: pools of target units. Placing damage points are added to a temporary damage pool for the target unit.
' dice next to those units is a
handy way of doing this. After completing these steps for all of the attacks made as part of that
WWW ATTACK ability, the attacks for that ability are resolved and you can move on
to the damage sequence (see 18.0).
s8m5omgm,”
17.1 ATTACK MODIFIERS AND CAPS
Modifiers to hit rolls, wound rolls and save rolls are capped to prevent
overwhelming combinations of abilities. When making a hit roll or a
wound roll, add up all positive and negative modifiers that apply to the
roll, then cap the result at a maximum of +1 (if positive) or a minimum of
—1 (ifnegative).

When making a save roll, add up all the positive and negative modifiers
that apply to the roll, then cap the result at a maximum of +1. Note that,
unlike hit rolls and wound rolls, there is no cap on the amount that can
be subtracted from save rolls.

17.2 MORTAL DAMAGE


Some abilities inflict mortal damage. Ifan 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).

17.3 FAST DICE ROLLING


In order to speed up play, it is often possible to make several attacks at
once. Ifyou choose to do so, all of the attacks must have the same Hit,
Wound, Rend and Damage characteristics, the same weapon abilities
(ifany — see 20.0), and they must target the same enemy unit. Ifthis is
the case, make all of the hit rolls at the same time, then all 0fthe wound
rolls and finally all 0fthe save rolls. Then, add up all the damage points
inflicted on the target unit and move on to the damage sequence (see 180).

lfthe attack sequence ends for an attack made while fast dice rolling, it
doesn’t stop the attack sequence for all the attacks, just that specific attack.

The bold advance ofthe Stormcast Eternals enrages apack ofRat Ogors, triggering a mad charge. These hulking Skaven
aim to tear apart theirfoes with brute strength andferocity before a counter-attack can be launched.
18.0 THE DAMAGE SEQUENCE
After resolving the effect of any ability that inflicts damage points on a unit,

Stgmrum
follow the steps below. Ifthe ability inflicted damage points on more than
one unit, follow the steps below for each of those units, one at a time. Each
commander allocates damage points to their own units, in the order of their
choosing, starting with the active player.

1. Resolve ward saves for all damage points in the target unit’s damage pool,
if applicable (see 17.0).
2. Allocate the damage points in the unit’s damage pool and remove slain
models (see 18.3).

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. Ifa 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.

WARD SAVE: Whether through their uncanny reflexes, unnatural


toughness or a source ofmysticalprotection, 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. Ifthe roll equals
or exceeds this unit’s ward value, remove that damage point from the
damage pool.

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.

18.3 SLAIN MODELS


The commander ofa 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.

18.4 DESTROYED UNITS


When the last model in a unit is slain, the unit is destroyed and all
remaining damage points inflicted on that unit have no effect. Similarly,
if something causes a unit to be destroyed, all models in the unit are slain
and removed from play.
t7EsaDmIQaD
ATTACKING DIAGRAM O Attacker makes a hit roll
of D6. [tithe roll equals
or beats the weapon's
ATTACK SEQUENCE
Hit characteristic. it is a
successful hit.
0 Attacker makes a wound
roll oil 1 It. the roll equals
or heats the weapons
Wound characteristic, it is
Hit roll "
SUL cess?
a successful wound.
9 Defender makes a save
roll ot‘lfl». Subtract the
attacking weapon‘s Rend
characteristic from the
roll. lithe result isl ..
thanthedehndingunus
Save characteristic. it is a
successful attack.
0 lnllict an amount of
damage on the target equal
to the attacking \veapon's
Damage characteristic.
9 Resolve ward saves.
Q Allocate damage points.
9 Unmodified hit rolls.
wound rolls and save rolls
of 1 always l‘ail.

Save roll
success?

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For each damage point

DAMAGE SEQUENCE

Ward roll
success?

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ATTACKING EXAMPLE

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M
Erik’s Stormcast Eternals are facing off against Emma’s Skaven in a close game of Spearhead. Erik’s Liberators
have charged (see 14.3), and in the declare step of the ‘Fight’ ability, they have piled in towards Emma’s Clawlord
(see 15.3) and targeted that unit with all of their attacks (see 16.0). In this example we’ll be using fast dice rolling
to speed up play.

Erik’s 4 Liberators armed with Warhammers attack first.


-’Ihey can each make 2 attacks (as a Warhammer has an
Attacks characteristic of 2), and Erik needs to make hit
rolls equal to or higher than their Hit characteristic of
3+. The Liberators score 5 successful hits out of 8 attacks.

Erik’s hit rolls

MELEE WEAPONS Attacks Hit Wound Rend Damage Ability

Warhammer 2 3+ 3+ 1 1 Crit (Mortal)

«wwx we . 9" , .. mm 7 a» . .. . , '

Erik then makes a wound roll for each of the 5 hits. The
"Warhammers have a Wound characteristic of 3+. The
Liberators successfully wound with 3 of their attacks.

_ , - Erik’s wound rolls


Mmflwgsw 2...”! "‘ , .A . ~-' .. 4‘ A" .- WWW-w, n... was a:

Emma makes a save roll for each of the 3 successful


~ wounds. Her Clawlord has a Save characteristic of 4+,
but the Warhammers have a Rend characteristic of 1, so
, Emma must subtract 1 from each roll, meaning she now
t , . needs to roll a 5 or more.

' The Clawlord successfully saves 1 of the 3 attacks,


resulting in 2 damage points being added to his
damage pool (1 for each Warhammer, as they have a
’_ Damage characteristic of 1).

O O
O
O O

Emma’s save rolls

,as-wamvy ham-m a, sham. was)». . wwamwu, «~


Erik repeats this process with the remaining Liberator in
the unit, who wields a mighty Grandhammer. He scores
2 hits, one of which is a critical hit of 6. This result
triggers the Grandhammer’s Crit (Mortal) weapon
ability, which inflicts 2 mortal damage (see 17.2), directly
adding 2 damage points to the damage pool.

653 @
Erik’s hit rolls Erik’swound roll

Erik then makes a wound roll for the other hit, which
successfully wounds.

x MELEE WEAPONS Attacks Hit Wound Rend Damage Abi ty f


Grandhammer 2 3+ 2+ 1 2,, , Crit (Mortal) , j

.% ,._""“

Emma makes a save roll for the successful wound,


and again must subtract 1 from the roll due to the
Grandhammer’s Rend characteristic of 1. Unfortunately,
her save roll is unsuccessful, resulting in another 2
damage points being added to the damage pool, as the
Grandhammer has a Damage characteristic of 2.

The Liberators’ attacks are resolved, so Emma must


move on to the damage sequence.

Emma’s save roll

The Clawlord is in grave peril, with 6 damage points


in the damage pool (and only 7 Health!). Fortunately,
he has WARD (6+), which gives him one last chance to
avoid the damage. Emma makes a ward roll for each of
the 6 damage points in the damage pool, and 2 of those
rolls are sixes, meaning 2 damage points are removed
from the damage pool.
./
The remaining 4 damage points are allocated to the
Clawlord. Emma places a dice next to the Clawlord to
keep track of the number of damage points that are
currently allocated to that unit.

The Clawlord is now damaged — luckily for Emma, this


allows her Clawlord to use his ‘Cornered Rat’ ability to
exact revenge on the dastardly Liberators. ..
SPECIAL RULES
There may be situations when
a unit that has STRIKE-FIRST 19.0 STRIKE-FIRST AND STRIKE-LAST
is not in combat at the start If there are any STRIKE-FIRST units in combat at the start ofthe phase,
of the phase, but because of other units cannot be picked to use a FIGHT ability until those units have
moves such as pile-in moves, been picked to use a FIGHT ability. After all those STRIKE-FIRST units have
it is ‘pulled into combat’ later fought, the active player picks the next unit to fight.
in the phase. In such cases,
STRIKE-FIRST has no effect If there are any STRIKE-LAST units in combat, they cannot be picked to use a
on that unit because it was FIGHT ability if there are any units in combat that do not have STRIKE-LAST
not in combat at the start of and have not yet used a FIGHT ability.
the phase.
Ifa unit has STRIKE-FIRST and STRIKE-LAST, treat it as ifit had neither.
/
Abilities that allow a unit
to use-a FIGHT ability
immediately after another 20.0 WEAPON ABILITIES
unit do not override Some weapons have one or more of the passive weapon abilities below. If a
the STRIKE-FIRST or weapon has multiple weapon abilities that apply on a critical hit, before the
STRIKE—LAST constraints, attack sequence starts, the commander of the attacking model must pick 1 of
so you could not pick a unit those abilities to use.
with STRIKE-LAST to fight
immediately after a unit UNIVERSAL WEAPON ABILITIES
with STRIKE-FIRST.
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, ifa 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.
The Companion weapon
ability restricts things like
Charge (+1 Damage): Add 1 to this weapon’s Damage characteristic if
the attacking unit charged this turn.
mounts from benefiting from
most effects that augment a Companion: This weapon is not affected by abilities used by a friendly
unit’s capabilities. unit that affect the Attacks characteristic or the attack sequence.
Crit (2 Hits): If an attack made with this weapon scores a critical hit,
that attack scores 2 hits on the target unit instead of 1. Make a wound
roll for each hit.
Crit (Auto-wound): If an attack made with this weapon scores a
critical hit, that attack automatically wounds the target. Make a save
roll as normal.
Crit (Mortal): If an attack made with this weapon scores a critical hit,
that attack inflicts mortal damage on the target unit equal to the
Damage characteristic of that weapon and the attack sequence ends.
Shoot in Combat: This weapon can be used to make shooting attacks
even if the attacking unit is in combat.

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).
22.0 RETURNING AND ADDING MODELS
Some abilities allow you to return slain models to a unit or add new models O Returned models must be
to a unit. In either case, set up those models, one at a time, in coherency (see set up in coherency with
15.1) with the model(s) in that unit that were not returned or added this turn. the models in their unit
The new models can only be set up in combat with an enemy unit iftheir unit that were not returned as
is already in combat with that enemy unit. part of that ability.
Q Returned models can only
be set up in combat with
23.0 TOKENS an enemy unit if their unit
Tokens are not considered to be models for rules purposes and can be is already in conibat with it.
ignored or moved out of the way for purposes of visibility, coherency or
abilities. They cannot be picked as the target of abilities. Their purpose is to
indicate persisting effects on units they are placed next to. Each time a unit
with a token finishes a move or is set up, place the token next to the unit. This Gryph-crow is
a token.

24:.0 SETTING UP UNITS


Some abilities allow you to set up a unit on the battlefield. When doing so, you
must set up all models in that unit. If this is impossible, you cannot use that
ability. A unit set up on the battlefield in a phase other than the deployment
phase cannot use MOVE abilities in the movement phase ofthe same turn.

24.1 RESERVE UNITS


Some abilities allow you to set up units in reserve. These units are placed
to one side instead of being set up on the battlefield. At the start of the
fourth battle round, units that were set up in reserve using a DEPLOY
ability and that are still in reserve are destroyed.

24.2 REPLACEMENT UNITS


Some abilities allow you to set up a replacement unit. When setting up Because a replacement unit is
that unit, it should have the same warscroll type, weapon options and treated as a completely new
number of models as the original unit, unless otherwise specified in the unit, it could, for instance,
K
ability. Many of these abilities specify the proportion of models in the use a Once Per Battle ability
replacement unit (e.g. half the number of models from the original unit). on its warscroll even if the
In these cases, you can pick which models from the original unit are set up. unit it replaced used that
ability earlier in the battle.
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.

25.0 GUARDED HEROES


All HEROES that are not MONSTERS or WAR MACHINES have the
‘Guarded Hero’ passive ability: Understandably, MONSTERS

-k.wmth
and WAR MACHINES don’t
benefit from the ‘Guarded
GUARDED HERO: The leader is shielded by their warriors, who close Hero’ ability. These units are
ranks around them to protect themfrdm harm. very conspicuous targets even

Effect: If this HERO is within the combat range of a friendly unit that is
if they are surrounded by
their fellows!
a»,I.
not a HERO: . w. ,_. _./. ”MAW“

- Subtract 1 from hit rolls for shooting attacks that target this HERO.
. Ifthis HERO is INFANTRY, they cannot be picked as the target of
shooting attacks made by units more than 12" from them.
3S8E0I’:D)“I,
26.0 RANDOM CHARACTERISTICS
Some warscrolls show a random characteristic roll instead ofa fixed
value. When this is the case, the value 0fthe characteristic is generated
by the commander 0fthe unit in question each time an ability requires
that characteristic.

In the case of random weapon characteristics, generate a random Attacks


characteristic for each model in the attacking unit each time you declare an
ATTACK ability, and generate a random Damage characteristic each time
you inflict damage with that weapon (roll once for each attack).

27.0 MODIFIER ORDER


'Ihe effects of some abilities modify a characteristic or roll. Unless stated
otherwise, a characteristic or roll cannot be modified to less than 1. The
exception to this is Rend, which can be modified to a minimum ofO (‘3).

Ifa characteristic uses a random characteristic roll (see above), apply


characteristic modifiers after that characteristic has been generated.

Ifa characteristic or roll is halved or would be modified to a value that is not


a whole number, round it down to the nearest whole number.

Apply characteristic modifiers in the following order:

1. Modifiers that set a characteristic to a fixed value.


2. Modifiers that multiply or divide a characteristic.
3. Modifiers that add to or subtract from a characteristic.

If there are multiple modifiers of the same type (eg. that set a characteristic),
apply them in the Order of Effects (see 30.0).

Skaven technology is infumausly unpredictable. Yheir warpstone—powered weapons urejust as likely to belch out a
thunderous volley as they are a singleforlorn shot — or they mightjust explode without warning!
28.0 ADVANCED ABILITY RULES
. Unless stated otherwise, units using or picked as part of an ability must be WHO IS USING
on the battlefield. THE ABILITY?
. If an effect states that a unit can do something, its commander can choose Most abilities are found on
whether to resolve that part ofthe effect or not. warscrolls, but many appear
. If an effect states that a unit must do something, its commander has no elsewhere — the best examples
choice and must resolve that part of the effect. Ifthis is impossible, no part being the Universal Core
ofthe effect is applied but the ability is still considered to have been used. Abilities (see 14.0).
- When ‘this unit’ appears in ability text (most often on warscrolls), it means
the unit that is using the ability. . While abilities on warscrolls
. Ifan ability affects more than one unit, the player who used the ability can are always used by the unit
choose the order in which units are affected by it. whose warscroll it is, some
c When resolving an effect, ifyou need to roll a dice for multiple affected abilities that do not appear
units, roll and resolve the effect for one unit before moving on to the next. on warscrolls will tell you
. If an ability instructs you to pick more than 1 unit, each unit you pick must explicitly to pick a unit to use
be a different unit unless stated otherwise. the ability. In both cases, it
should be clear which unit is
28.1 PERSISTING EFFECTS using the ability.
Some abilities have effects that aren’t immediately resolved (e.g. ‘add 1 to
save rolls for this unit for the rest ofthe turn’ or ‘this unit has WARD (5+) Some abilities that do not
for the rest of the turn’). These effects count as the effects of passive appear on warscrolls, most
abilities (see 5.4) for their duration. commonly enhancements (see
Army Composition, 4.1), are
28.2 ‘ONCE PER’ TIMINGS given to certain units in your
The timing part of some abilities says Once Per Phase, Once Per Turn or army. In such cases, the unit
Once Per Battle. Ifthe ability is used by a unit, it can be used a maximum totwhich the enhancement
of one time in that phase, turn or battle by each unit that can use the :‘ ' was»; v n is the one using
ability. Ifthe ability is used by a player, it can be used a maximum of one
time in that timing window by that player.
f 1.Ab itiesthat neither appear
Some abilities that are used by units say Once Per Phase (Army), Once ‘ 01313 war-scroll nor tell you to
Per Turn (Army) or Once Per Battle (Army). These abilities can be used ‘ pick a unit to use the ability
a maximum ofone time in that phase, turn or battle regardless of the * are used by you, the player.
number ofunits in the army that can use the ability.
Finally, for the purposes
of the rules in this section,
29.0 CONTRADICTORY RULES when a rule refers to a player
Iftwo or more rules contradict, if one of those rules states that something using an ability, this includes
cannot do something, this takes precedence over rules that state it can abilities used by units in that
or must do that thing, unless the second rule specifically overrides the player’s army.
restriction of the first. For example, while the ‘Normal Move’ ability states
you cannot move into combat during that move, the ‘Fly’ ability specifies to
ignore the combat ranges of enemy models during a move.

Excepting the above, the effect of the most recently used ability
takes precedence.

30.0 ORDER OF EFFECTS /


The effects of passive abilities are considered to be applied more recently than
the effects of other abilities and rules.

The effects of the active player’s passive abilities are considered to be applied
more recently than the effects of their opponent’s passive abilities, whose
passive abilities are considered to be applied more recently than the effects
of neutral passive abilities (e.g. passive abilities on a terrain feature that is in
neither player’s army). The active player chooses the order in which neutral
passive effects are applied.
END OF TURN
Q An objective marker is a
40mm round marker. 31.0 END OF TURN OVERVIEW
9 A model contests an At the end of each turn, follow these steps:
objective if the objective
marker is within its 1. The active la er can use any abilities with the
combat range. or timing, in the order of their c oosin, t en
9 A player gains control of their 0- nonent can use any abilities with the
an objective ifthe sum of or*timing, intheorderoftheirc oosing.
the Control characteristics 2. Determine w ic p ayer controls each objective (if any).
of friendly models 3. The active player scores victory points as described in the battleplan.
contesting that objective
is higher than that of
enemy models. 32.0 OBJECTIVES /
Q Check if you gain control of ' Many battleplans award victory points for controlling objectives, which
objectives at the start of the are represented by objective markers. Unless otherwise specified, objective
first battle round and at the markers are round and 40mm wide. Models can move over and end their
end of each turn. moves on objective markers. If an objective marker is on the border between
9 An objective remains territories, it is within all those territories but wholly within none of them.
in your control until Objective markers don’t block visibility.
your opponent gains
control ofit. 32.1 CONTESTING OBJECTIVES
9 Terrain features are. Unless otherwise specified, if an objective is within a model’s combat
controlled in the same way range, that model is contesting that objective. If any models in a unit are
as objective mar s but do contesting an objective, that unit is contesting that objective.
not remain in your control
if no friendly models are Each unit can only contest one objective per turn. If a unit would be
contesting them. able to contest more than one objective, its player must pick one of those
objectives for it to contest. If both players have more than one unit that
would be able to contest more than one objective, before determining
objective control, the active player must pick which of those objectives are
being contested by their units first, then their opponent does the same.

Sometimes objective markers 32.2 OBJECTIVE CONTROL


get accidentally nudged

'‘M..Msm.a
At the start of the first battle round and at the end of each turn, follow
while you are moving models this sequence for each objective in an order chosen by the active player:
around. This is perfectly
fine — just remember to put 1. Starting with the active player, each player determines the control score
them back in their proper of each of their units that is contesting that objective. A unit’s control

Lo”a—N(.4 .
positions when determining score is the combined Control characteristics of all the models in that
objective control. unit that are contesting the objective. Some abilities modify a unit’s
.0.M.«»..-M~ .. .m W .. \ i I. 3 E 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.

32.3 TERRAIN CONTROL


Some battleplans require you to gain control of a terrain feature. Terrain
features are controlled in the same way as objectives, but terrain features
do not remain in your control if your units are no longer contesting them.
Each unit can contest 1 objective and l terrain feature at the same time.

33.0 END OF BATTLE ROUND


At the end of each battle round, the active player can use
anymwilities, thentheir opponentcando thesame.Each
batt ep an wi speci yt e number of battle rounds that should be fought. If
you have completed the number of battle rounds specified in your battleplan,
the battle has ended, and you should follow the rules included in that
battleplan to determine the winner.
SPEARHEAD GLOSSARY ‘
This glossary is an alphabetised list of rules definitions. It is intended to be a useful resource if you need a quick
reminder of what a rule does or a short summary of a game term. It is not intended as an exhaustive list of
precise definitions — if you need the full rule, refer to the relevant rules module. If there are any contradictions
between this glossary and a rules module, the rules module takes precedence.

abilities: The things that units can combat attack: An attack made with damaged: A unit is damaged ifit
do in the game. Some abilities, a melee weapon. (Core Rules, 16.0) has any damage points currently
like ‘Normal Move’ and ‘Fight’, allocated to it (i.e. if the damage
are common to all units; others combat range: Model’s combat range points allocated to it were not
are specific to certain units and = 3" horizontally and any distance enough to slay a model in the unit).
only appear on their warscroll. vertically from model. Unit’s combat Some abilities Heal damaged units.
Sometimes the players themselves range = 3" horizontally and any (Core Rules, 18.2)
use abilities. (Core Rules, 5.0) distance vertically from all models
in unit. A unit is in combat if any Damage characteristic: Determines
active player: The player whose turn enemy models are within its combat number of damage points
is taking place. There are 2 turns in range. (Core Rules, 7.0) inflicted by successful attack.
a battle round. The active player can (Core Rules, 17.0)
use abilities with the ‘Your Phase’ commander: You are the
timing. (Core Rules, 120) commander of your army and damage points: Damage points
everything in it (units, models, etc.) are inflicted by successful attacks
allocate: Damage points are and mortal damage. Damage
allocated one at a time to a unit after contesting (Spearhead): A model points go into a damage pool first,
all the damage points inflicted by is contesting an objective while it is then they must be allocated one
an ability have been totalled in the wholly or partially on it. at a time to the target unit. Each
damage pool. (Core Rules, 18.2) time the number of damage points
control: Determined at the start of allocated to a unit equals its Health
Any (...) Phase: Timing. Either the first battle round and the end of characteristic, a model in the unit is
player can use abilities with this each turn. Objectives are controlled slain. (Core Rules, 17.0)
timing, regardless of who the active by player that has the highest army
player is. (Core Rules, 13.0) control score for that objective. damage pool: Inflicted damage
(Core Rules, 32.2) points are added to the target’s
attack sequence: Make hit roll, damage pool until all damage points
wound roll and save roll, then Control characteristic: Determines inflicted by the ability have been
determine damage points inflicted. how good unit is at contesting calculated. Then, each of those
(Core Rules, 17.0) objectives (see ‘control’). damage points must be allocated
(Core Rules, 4.0) one at a time to the target unit.
battle round: The battle lasts a (Core Rules, 17.0)
number of battle rounds specified in control score: A unit’s control
the battleplan. Each battle round has score is determined by adding Declare: The step of every ability
2 turns (1 for each player), and each all the Control characteristics of after which players may use
turn has 7 phases. (Core Rules, 11.0) models in the unit contesting the reactions but before the effect is
objective in question. An army’s resolved. (Core Rules, 5.2)
Charge: Your Charge Phase, charge control score for that objective is
roll of2D6. Must get within 1/2" of determined by adding together all destroyed: A unit is destroyed when
any visible enemy units to succeed, the control scores of units in the the last model in the unit is slain.
otherwise unit stays where it is. army contesting that objective. (Core Rules, 18.4)
(Core Rules, 14.3) (Core Rules, 32.2)
destroyed by: A unit is said to have
coherency: When a unit is set up or CORE: Basic ability that can only destroyed another unit when an
ends a move, each model in the unit be used by each unit once per attack it made or an ability it used
must be within coherency range. phase, e.g. Move, Shoot, Fight. caused the last model in the target
(Core Rules, 15.1) (Core Rules, 5.1) unit to be slain.

coherency range: 1/2" horizontally critical hit: Unmodified hit roll of 6. effect: Abilities have effects, which
and any distance vertically of 1 or (Core Rules, 17.0) are resolved after the declare and _
more other models if unit has 6 or reaction step. The thing to which the
fewer models; 2 or more if unit has D3: Roll a D6 and halve the result, effect is applied is said to be affected
7+ models. (Core Rules, 15.1) rounding up. (Core Rules, 2.2) by the ability. (Core Rules, 52)
enemy models/units: Models/ models: The warriors in your army pile-in: A short move, usually
units in your opponent’s army. are referred to as models and are 3", that allows a unit using a
(Core Rules, 1.0) grouped into units. Some units FIGHT ability to get a bit closer
consist of only 1 model. to the unit(s) it is in combat with.
Enemy (...) Phase: Timing. A phase (Core Rules, 15.3)
in which your Opponent is the active modifiers (dice rolls): Many rules
player. (Core Rules, 13.0) let you change the result ofa dice random characteristic: Generate
roll. Sometimes, multiple modifiers the characteristic before applying
Fight: The CORE ability that units will apply to the same roll. Modifiers modifiers, and each time it is needed
use to attack each other in combat. to some types of rolls, such as hit for an ability. Random Attacks
(Core Rules, 14.4) and wound rolls, are capped. characteristics are generated per
ATTACK ability; other random
FLY: A keyword. Units that can modifiers (characteristics): weapon characteristics are generated
fly often ignore intervening Characteristics cannot be modified per attack made with the weapon.
models and terrain when moving. to less than 0. Round down any (Core Rules, 26.0)
(Core Rules, 15.4) fractions. Set, multiply or divide,
then add or subtract, in that order Range characteristic: A
friendly models/units: Models/ (if more than one modifier applies). characteristic, most often on weapon
units in your army. (Core Rules, 1.0) (Core rules, 27.0) profiles, that determines how close
something must be for it to be an
Guarded Hero: Passive ability mortal damage: If mortal damage eligible target. (Core Rules, 16.0)
that all HEROES have. If HERO is is inflicted, just add that many
within 3" of a friendly non-HERO damage points to the damage pool. Reaction: After an ability is
unit, shooting attacks targeting (Core Rules, 17.2) declared, players alternate using any
the HERO are -1 to hit. If HERO is eligible reactions they wish to. Then
INFANTRY, they are also not visible Move characteristic: Characteristic the effect ofthe ability is resolved.
to enemies more than 12" away. that determines the number of (Core Rules, 5.2)
(Core Rules, 25.0) inches a unit can move across the
battlefield when using certain Reinforcements (Spearhead): Set up
Heal: Remove a number of damage abilities, most commonly Normal an identical replacement unit wholly
points that have been allocated to a Move. (Core Rules, 4.0) within your territory and wholly
unit equal to the number in brackets within 6" of the battlefield edge but
after ‘Heal’. (Core Rules, 21.0) Normal Move: Move each model in not in combat.
unit up to Move characteristic but
Health characteristic: The models cannot move into combat. replacement unit: A unit that is
characteristic that shows the number (Core Rules, 14.1) brought back to the battlefield after
of damage points that can be it has been destroyed. Although the
allocated to the unit before a model passive abilities: The effects of same miniatures are used, the unit
in the unit is slain. (Core Rules, 4.0) passive abilities are applied any time counts as an entirely new unit in the
their conditions are met. You cannot rules, unless specified otherwise.
hit roll modifiers: Add up all use reactions in response to passive (Core Rules, 24.2)
modifiers to a hit roll and cap at +1 abilities. (Core Rules, 5.4)
if the result is a positive value or Rend characteristic: Subtract the
—1 if the result is a negative value. persisting abilities: Abilities that Rend of the weapon from save
(Core Rules, 17.1) have effects that last for a specified rolls made for the target unit.
length of time, for example, ‘add 1 to (Core Rules, 17.0)
in combat: A unit is in combat wound rolls for attacks made by this
if any visible enemy models are unit until the start of your next turn.’ reserves/in reserve: A unit set up
within its combat range (within 3"). in reserve is set up off the battlefield
(Core Rules, 7.0) phases: There are 7 phases in each and will be set up on the battlefield
turn: Start of Turn, Hero Phase, at a specified time once the battle is
inflict: Successful attacks inflict Movement Phase, Shooting Phase, under way. (Core Rules, 24.1)
damage points. Inflict is not the same Charge Phase, Combat Phase, End
as allocate. Ward rolls can be made of Turn. Ability timings can be Your Retreat: Inflict D3 mortal damage
for inflicted damage points before Phase (you are the active player), on the unit then move it out of
they are allocated. (Core Rules, 17.0) Enemy Phase (opponent is active combat. Cannot use SHOOT or
player) or Any Phase (either player is CHARGE abilities later in turn.
keyword: A term that carries active player). (Core Rules, 13.0) (Core Rules, 14.1)
, KEYWORD FORMAT, allowing
I "'3"the thing that has it to be tagged
and referenced by other rules.
'flCore Rules, 5.1)
§
‘ x

w
return slain model: Set up model slain by: A model is said to have turns: Each battle round consists
that was slain, in coherency with been slain by a unit when an of 2 turns (1 for each player), each ’
its unit and with no damage attack made by or an ability used comprising 7 phases. The player
points allocated to it. Only set up by that unit caused that model to whose turn is taking place is the
in combat ifits unit is already in be slain. active player. (Core Rules, 11.0)
combat. (Core Rules, 22.0)
STRIKE-FIRST: Units with this underdog: Player with fewest
roll off: Each player rolls a D6; keyword use FIGHT abilities victory points. If tied, player who
player who rolls highest wins. If before units that don’t have is not the active player in first
tied, keep rolling off until there is this keyword. If both players turn. (Core Rules, 12.0)
a winner. (Core Rules, 2.2) have units with STRIKE-FIRST,
they alternate fighting with units: A group of models that
Run: Roll D6 and add to unit’s those units before other units move and fight together. An
Move, then move unit up to that get to fight, starting with the army is made up of a number of
distance. Prevents unit from active player. After those units units. Each unit has a warscroll
using Shoot or Charge later in have fought, the active player that details its characteristics
turn. (Core Rules, 14.1) chooses the next unit to fight. and abilities.
(Core Rules, 19.0)
Save characteristic: The number visible: An observing model can
you need to equal or beat to STRIKE-LAST: Units with this see a target model ifyou could
make a successful save roll for keyword use FIGHT abilities draw a straight line from any
the unit. Attacks that are saved after all units that don’t have point on the observing model
do not inflict damage points. this keyword. If both players to the target model without it
(Core Rules, 4.0) have units with STRIKE-LAST, crossing any objects except other
they alternate fighting with those models in the observing model’s
save roll modifiers: Save roll units after all other eligible units unit. A model is always visible to
modifiers are capped at +1 have fought, starting with the itself. (Core Rules, 6.0)
but there is no negative cap. active player. (Core Rules, 19.0)
(Core Rules, 17.1) WARD: Before you allocate an
target (attacks): You must inflicted damage point to a unit
set up: When setting up a unit, declare the targets of all the that has this keyword, you can
all models in the unit must be set attacks you are making with a make a ward roll. If the result
up, otherwise the ability cannot unit before following the attack equals or beats the number
be used. A unit set up on the sequence for those attacks, in brackets after WARD, that
battlefield in a phase other than and you can split attacks freely damage point is negated and
the deployment phase cannot use between eligible target units. ignored. (Core Rules, 18.1)
Movr: abilities in the movement (Core Rules, 16.0)
phase of the same turn. (Special warscroll: Every unit has a
Rules, 24.0) territory (within/wholly within): warscroll, which includes vital
A unit is within a territory if any information that determines
Shoot: Attack with ranged part of the base of any model in the unit’s capabilities in battle.
weapons. Units cannot the unit is within that territory. A (Core Rules, 4.0)
shoot if they are in combat. unit is wholly within a territory
(Core Rules, 14.2) if all parts of the bases of all weapon ability: A passive ability
models in the unit are within that that affects attacks made with
slain: A model in a unit is slain territory. (Core Rules, 9.1.2) the weapon that has the ability.
each time the number of damage (Core Rules, 20.0)
points allocated to the unit equals token: Tokens are not considered
its Health characteristic. Each models for rules purposes. wound roll modifiers: Add up
time a model is slain, the number Their main purpose is to act as all modifiers to a wound roll and
of damage points allocated to the reminders for persisting effects cap at +1 if the result is a positive
unit resets to 0. If there are still that apply to specific units. They value or —1 if the result is a
damage points in the damage are otherwise ignored and can negative value. (Core Rules, 17.1)
pool, keep allocating them and be freely moved if they get in the
removing slain models until way. (Core Rules, 23.0) Your (...) Phase: Timing.
there are no damage points left. Only the active player can
(Core Rules, 18.2) timing: The part of an ability use abilities with this timing.
that specifies when it can be used. (Core Rules, 13.0)
Usually appears as a colour-
coded bar at the top of the ability.
(Core Rules, 5.2) '
SPEARHEAD REFERENCE
:‘ PRE-BATTLE SEQUENCE
Roll off. Winner chooses who is attacker and who is defender.
Attacker picks regiment ability and enhancement, then defender does so.
Defender chooses Aqshy or Ghyran side of realm battlefield.
Defender picks deployment map (horizontal or diagonal) and chooses which territory is theirs.
Defender sets up 1 large and 1 small terrain feature. Then attacker does the same. Each terrain feature must ,‘
be set up wholly within friendly territory, more than 6" from all other terrain features and more than 3" from
both long battlefield edges and enemy territory. Terrain features cannot be set up on objectives.

DEPLOYMENT
it START OF BATTLE ROUND
* " t
Attacker sets up their army first, followed by SEQUENCE
the defender. Each unit must be set up wholly . First battle round: attacker chooses who takes
within friendly territory and more than 6' from the first turn. Later battle rounds: players make a
enemy territory. priority roll (Core Rules, 12.0).
Determine underdog (Core Rules, 12.0).
Draw twist card. "
Pla ers draw battle tactic cards (see below). ~
SEIZING THE INITIATIVE Start of Battle Round abilities are used. ;
If the player who went second in the previous battle
round wins the priority roll and chooses to go
first in the current battle round, they do not draw
’ any battle tactic cards for that battle round unless TERRAIN f
they are the underdog and the difference in victory Large Terrain Feature: Cover, obscuring, Unstable
points between the players is 5 or more. Small Terrain Feature: Cover, Unstable e
Ea .~ '- ‘ , ”-1 ~ .n Maww. e

Cover: Subtract 1 from hit rolls for attacks that


target a unit that is behind or wholly on this
BATTLE TACTICS CARDS terrain feature, unless that unit charged or has the
. Start of first battle round: draw 3 battle FLY keyword.
tactic cards. Obscuring: A unit cannot be targeted by shooting
. Start of second or later battle round: discard any attacks if it is behind or wholly on this terrain _
battle tactic cards in your hand if you wish. Then feature, unless it has the FLY keyword. j
if you have less than 3 battle tactic cards in your
Unstable: Models can move across but cannot be .
hand, keep drawing them until you have 3.
i
set up on or end any type of move on any part of 4'
this terrain feature that is more than 1" tall.

’ VICTORY POINTS ‘.

At the end of each of your turns: .

. Score 1 victory point if you control at least


one objective.
- Score 1 victory point if you control two or CALL FOR REINFORCEMENTS
more objectives. Declare: Pick a friendly REINFORCEMENTS
? . Score 1 victory point if you control more unit that has been destroyed.
objectives than your opponent.
- Score 1 victory point for each battle tactic you Effect: Set up an identical replacement unit on
completed this turn. the battlefield, wholly within friendly territory,
,«Mr M“! r ..,,. . . w" _,» wholly within 6" of the battlefield edge and
not in combat.

Each REINFORCEMENTS unit can only be


~ replaced once. Replacement units cannot
themselves be replaced.

KEYWORDS CORE 1
A
UNIVERSAL CORE ABILITIES

1 Your Movement Phase 7i Your Shooting Phase

NORMAL MOVE SHOOT


Declare: Pick a friendly unit that is not in combat Declare: Pick a friendly unit that has not used
to use this ability. a RUN or RETREAT ability this turn to use this
ability. Then, pick one or more enemy units as the
Effect: That unit can move a distance up to its target(s) of that unit’s attacks.
Move characteristic. That unit cannot move into
combat during any part of that move. Effect: Resolve shooting attacks against the
target unit(s).
KEYWORDS CORE, MOVE
KEYWORDS CORE, ATTACK, SHOOT
1 Your Movement Phase
1 Your Charge Phase
RUN
Declare: Pick a friendly unit that is not in combat CHARGE
to use this ability. Declare: Pick a friendly unit that is not in combat
and has not used a RUN or RETREAT ability this
Effect: Make a run roll of D6. That unit can move turn to use this ability. Then, make a charge roll
a distance up to its Move characteristic added to of 2D6.
the run roll. That unit cannot move into combat
during any part Of that move. Effect: That unit can move a distance up to the
value of the charge roll. That unit can move
KEYWORDS CORE, MOVE, RUN
through the combat ranges of any enemy units and
74v
must end that move within 1/2" of an enemy unit. If
1 Your Movement Phase it does so, the unit using this ability has charged.
RETREAT
KEYWORDS CORE, MOVE, CHARGE
Declare: Pick a friendly unit that is in combat to
use this ability.
X Any Combat Phase

Effect: Inflict D3 mortal damage on that unit. FIGHT


That unit can move a distance up to its Move Declare: Pick a friendly unit that is in combat or
characteristic. That unit can move through the that charged this turn to use this ability. That unit
combat ranges of any enemy units but cannot end can make a pile-in move. Then, if that unit is in
that move within an enemy unit’s combat range. combat, you must pick one or more enemy units
as the target(s) of that unit’s attacks.
KEYWORDS CORE, MOVE, RETREAT

Effect: Resolve combat attacks against the


target unit(s).

KEYWORDS CORE, ATTACK, FIGHT

-. mwA-fi'un.cm,1maaW... .mu «-

UNIVERSAL WEAPON ABILITIES

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, ifa 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.
, Charge (+1 Damage): Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Companion: This weapon is not affected by abilities used by a friendly unit that affect the Attacks

EL‘A—-u,zafim
characteristic or the attack sequence.
Crit (2 Hits): If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target
unit instead of 1. Make a wound roll for each hit.
Crit (Auto-wound): If an attack made with this weapon scores a critical hit, that attack automatically wounds
the target. Make a save roll as normal.
E5!»
,. 3 Crit (Mortal): If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on
the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
gift Shoot in Combat: This weapon can be used to make shooting attacks even if the attacking unit is in combat.

a“. ".m. A .—><-" 4 ,a x‘ .A...,..m a,” 5* "MW ,9... MM‘ wo-Vpng‘Z’ntu-v fi~y~l4~ "We ,m. _
4 s .. -. “

Sofaul are the battlefields ofthe Gnaw that the warrens ofBlight City break through the seams of reality. However, the
Stormcasts ofthe Ruimztion chambers can walk even this desecrated land. Every Skaven ambush is met with scouringflames,
though the legendary warriors are hopelessly outnumbered.
THIS IS THE TIME OF TURMOIL.

THIS IS THE ERA OF WAR.

THIS IS THE AGE OF SIGMAR.

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