3. Rules - Core rules.pdf
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CORE RULES
THE RULES
This book explains how to play games of Warhammer Age of Sigmar
with your collection of Citadel Miniatures. It also includes the Player’s
Code, a handy set of guidelines that will help you and your opponent
get the most out of your games.
THE WARHAMMER
AGE OF SIGMAR
PLAYER’S CODE
THE CORE RULES
There is a famous adage that goes,
‘It matters not if you win or lose,
it’s how you play the game.’
We believe that Warhammer Age
of Sigmar is a game best played
in this spirit, and to help with
this, we’ve put together a set of
guidelines that we call the ‘Player’s
Code’, which you can see opposite.
The cardinal rules of the Player’s
Code are all you really need to
follow, as the principles that
come below them are really just
examples of the cardinal rules in
practice. If you follow the Player’s
Code, you’ll find yourself having
more fun, and what’s more, you’ll
be playing Warhammer Age of
Sigmar as it’s meant to be played –
as an enjoyable pastime played in a
spirit of friendly rivalry.
The core rules are the foundation
of playing games of Warhammer
Age of Sigmar. These rules show
you how your models move, cast
magic spells, shoot their missile
weapons, charge into battle
and fight with their close-range
weapons – basically everything
you need to start waging war with
your Citadel Miniatures! The
core rules provide you with the
key mechanics that govern how
everything works – from battle-
hardened infantry to gigantic
monsters – allowing you to quickly
build up from your first few simple
games to grand spectacles of
large-scale conflict.
CORE RULES
THE PLAYER’S CODE
• Always be polite and respectful.
• Always tell the truth and never cheat.
CARDINAL RULES
PRINCIPLES
• Arrive on time with all of the things you need to
play the game.
• Make a respectful gesture to your opponent
before and after the game, such as offering a
handshake, wishing them good luck, etc.
• Avoid using language your opponent might
find offensive.
• Ask your opponent’s permission if you wish to
use unpainted models or substitute models.
• Offer your opponent a chance to examine your
army roster before the battle starts.
• Answer any questions your opponent has about
your army and the rules that apply to your army.
• Measure moves and distances carefully
and accurately.
• Give your opponent the chance to examine your
dice rolls before picking up the dice.
• Ask permission before touching any of your
opponent’s miniatures.
• Remind your opponent about rules they may
have forgotten to use or that they have used
incorrectly, especially when doing so is to your
opponent’s advantage rather than your own.
• Never deliberately waste time during a game.
• Avoid distracting an opponent when they are
trying to concentrate, and be careful to respect
their personal space.
• Never complain about your bad luck or your
opponent’s good luck.
• Never fix the outcome of a game.
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CORE RULES
THE CORE
RULES
Some words appear in
rules bold.
This indicates
that these are important
terms that are used
throughout the rules for
Warhammer Age of Sigmar.
The title for each core rule
has a section number. These
will help you quickly find
a rule that is referenced
elsewhere in the core rules.
For example ‘(see 2.0)’ means
that you should refer to
section 2.0 – The Battlefield.
The following rules explain how to use your collection of
Citadel Miniatures to play a game of Warhammer Age of Sigmar.
1.0 CORE CONCEPTS
This section of the core rules contains important principles that are used
in all games of Warhammer Age of Sigmar.
To play a game of Warhammer Age of Sigmar, first you must pick the
factions
you wish to include in your
army
(see 1.4). Each faction has
its own
battletome,
which contains the
warscrolls
(see 1.3.1),
Pitched
Battle profiles
(see 25.0) and
allegiance abilities
(see 27.0) for that
faction. Then, you and your opponent must agree upon a
battlepack
to
use (see 28.0). The battlepack contains instructions on how to pick your
army, set up the battlefield (see 2.0), and what you need to do in order to
win the battle.
1.1
FACTIONS, BATTLETOMES AND BATTLEPACKS
Citadel Miniatures are
also used to represent
terrain features (see 17.0),
endless spells (see 19.3)
and invocations (see 20.3).
However, only the Citadel
Miniatures that represent the
warriors in your army are
considered to be ‘models’ for
rules purposes.
1.2
MODELS
The Citadel Miniatures that make up your army are referred to as
models.
Most models have a plastic
base
that allows them to be stood
on the battlefield and that are used when measuring distances to or from
the model (see 1.5.1). The base is considered to be part of the model for
rules purposes. A model cannot be set up or end a move on top of another
model, either wholly or partially.
1.2.1 FRIENDLY AND ENEMY MODELS
Models from your army are referred to as
friendly
models, and models
from your opponent’s army are referred to as
enemy
models. If a rule
states that it affects models without specifying whether they are friendly
or enemy, then it affects friendly
and
enemy models.
1.2.2 REMOVED FROM PLAY
Sometimes models will be
removed from play,
most commonly if they
are
slain
(see 14.2) or
flee
(see 15.1) or to make their unit
coherent
(see 1.3.3). Place models that have been removed from play to one side,
so they are no longer on the battlefield. They are no longer part of
your army.
1.3
UNITS
Models are organised into
units.
A unit is a group of one or more models
that use the same warscroll (see 1.3.1). The number of models in a unit is
shown on its Pitched Battle profile (see 25.0). A unit is destroyed when the
last model in the unit is removed from play.
A model with a base.
1.3.1 WARSCROLLS
Every unit has a
warscroll,
which provides information that is needed to
use it in a game. You can find out more about warscrolls in section 22.0.
Warscrolls are also provided for endless spells (see 19.3), invocations (see
20.3) and faction terrain features (see 23.0).
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CORE RULES
1.3.2 KEYWORDS
Every warscroll includes a list of
keywords
that apply to all of the models
in a unit that uses that warscroll. Keywords appear in
Keyword Bold
in the rules and are used to identify one or more units. For example,
a rule might say that it applies to
Stormcast Eternals
units. This
means that the rule would apply to all units that have the
Stormcast
M
OV
E
Eternals
keyword on their warscroll.
1.3.3 UNIT COHERENCY
2
3+
Units must be set up and finish every move as a single
coherent
group. A
unit with
2 to 5 models
is coherent if each model in the unit is within 1"
7
BR
AV
E
R
Y
horizontally and 6" vertically of at least 1 other model in the unit. A unit
with
more than 5 models
is coherent if each model in the unit is within
1" horizontally and 6" vertically of at least 2 other models in the unit. If
a friendly unit is not coherent at the end of a turn or after you set it up,
you must remove models in the unit from play, one at a time, until it
is coherent.
WO
U
N
DS
5"
The singular and plural
forms of a keyword are
synonymous for rules
purposes. For example,
a ‘Bloodletter unit’
means the same as a
‘Bloodletters unit’.
MELEE WEAPONS
Stormspear
VINDICTORS
Range
2"
Attacks
2
To Hit
3+
WARSCROLL
S
AV
E
Each model in a Vindictors unit is
location
a Stormspear.
armed with
other than on the
Units that are set up in a
battlefield, for example,
1.4
ARMIES
Each player in a game of Warhammer Age of Sigmar is the
commander
of an
army.
All of the units in your army must be from the factions you
picked for your army (see 1.1). The battlepack you are using will explain
how to pick the units in your army (see 28.0). An
army roster
that can be
used to record the units in your army is included at the end of the rules.
Dauntless warriors of
the Redeemer conclaves,
1.4.1 ENDLESS SPELLS, INVOCATIONS AND
the Vindictors are the
FACTION TERRAIN
shieldwall upon which the
forces of ruin shatter.
Your army can include 1
endless spell
(see 19.3) for each
Wizard
in
These
warriors will hold their
your army and 1
invocation
(see 20.3) for each
Priest
in your army. In
ground come what may,
trusting in their lightning-
addition, your army can include 1
faction terrain feature
(see 23.0).
blessed wargear and their
own skill to devastate
the foe.
1.4.2 YOUR GENERAL
CHAMPION:
1 model in this unit
reserve units (see 3.1), are
can be a Vindictor-Prime. Add 1 to
the Attacks characteristic of
be set up
always considered to
that
model’s Stormspear.
If the unmodified hit roll for an attack
in a coherent group.
made with a Stormspear is 6, that
STANDARD BEARER:
1 in every 5
attack infl icts 1 mortal wound on the
models in this unit can be an Azyrite
target and the attack sequence ends (do
Signifier. Add 1 to the Bravery
not make a wound or save roll).
characteristic of this unit while it has
any Azyrite Signifiers.
Stormsoul Arsenal:
As the Vindictors
bellow litanies of faith, bright lightning
arcs between their shields and spears,
forcing enemies to charge into a wall of
blazing Azyrite power.
A warscroll
WARSCROLL
M
OV
E
U
N
DS
5"
7
VINDICTORS
S
AV
E
WO
2
BR
3+
AV
E
R
Y
MELEE WEAPONS
Stormspear
Each model in a Vindictors unit is
armed with a Stormspear.
CHAMPION:
1 model in this unit
can be a Vindictor-Prime. Add 1 to
the Attacks characteristic of that
model’s Stormspear.
STANDARD BEARER:
1 in every 5
models in this unit can be an Azyrite
Signifier. Add 1 to the Bravery
characteristic of this unit while it has
any Azyrite Signifiers.
Range
2"
Attacks
2
To Hit To Wound
3+
3+
Rend
-1
Damage
1
Stormsoul Arsenal:
As the Vindictors
bellow litanies of faith, bright lightning
arcs between their shields and spears,
forcing enemies to charge into a wall of
blazing Azyrite power.
If the unmodified hit roll for an attack
made with a Stormspear is 6, that
attack infl icts 1 mortal wound on the
target and the attack sequence ends (do
not make a wound or save roll).
Dauntless warriors of
the Redeemer conclaves,
the Vindictors are the
shieldwall upon which the
forces of ruin shatter. These
warriors will hold their
ground come what may,
trusting in their lightning-
blessed wargear and their
own skill to devastate
the foe.
KEYWORDS
Order, Stormcast Eternals, Thunderstrike, Redeemer, Vindictors
After you have picked your army, you must pick 1 model in your army to
be your
general.
Generals are used to generate
command points
(see 6.0).
KEYWORDS
Order, Stormcast Eternals, Thunderstrike, Redeeme
1"
1"
1"
1"
1"
1"
1"
1"
Each model in the Vindictors unit must be within 1" of at least 1 other model in the unit. Each model in the
Gutrippaz unit must be within 1" of at least 2 other models in the unit (see 1.3.3).
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