General's Handbook 2026-27
Matched play battlepack. 12 battleplans, 6 battle tactics cards, 41 ability cards for the maker.
War spreads across the Great Parch of Aqshy like an unstoppable inferno. Skaven swarm out from the twisted hellscape of the Gnaw, eager to corrupt and despoil. The lands that border the Heartblood Sea are subjected to near-constant raids from blood-crazed killers, whilst the smoke from corpse-fires and ruined war engines rises over the Snow Peaks.
Make the General's Handbook 2026-27 cardsBattleplans
Into the Fire · Bloodstained Coasts · Avalanche of Ash · Caverns of Slaughter · What's Yours is Ours · Hidden Under Ash-Clouds · Warped Ruins · Curse of the Gnaw · Seize the Embers · Treacherous Ground · Escape From the Coast · Power of the Realms
Into the Fire
Battleplan 1 (Table 1)
Twist
Both players’ armies have the ‘Secure the Gateway’ ability. While you are the underdog, your army has the ‘Determined Defenders’ ability.
Effect: While you control the Place of Power wholly within friendly territory, friendly units’ melee weapons have Anti‑charge (+1 Rend) while they are contesting an objective you control.
Effect: Add 3 to the control scores of friendly units while they are wholly outside enemy territory.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
The deployment map is in the official publication.
Bloodstained Coasts
Battleplan 2 (Table 1)
Twist
From the second battle round onwards, both players can use the following abilities:
Declare: Pick a friendly unit that charged this turn and has any emberstone slivers to be the target.
Effect: Pick 1 of the following effects to apply for the rest of the turn: •Add 1 to hit rolls for the target’s combat attacks. •Add 1 to wound rolls for the target’s combat attacks. Then, if you are the underdog, remove all of the target’s emberstone slivers. Otherwise, remove all emberstone slivers from each friendly unit.
Declare: Pick a friendly unit contesting an objective you control to be the target.
Effect: Give the target an emberstone sliver.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- In the first battle round, score 4 victory points if you control more objectives than your opponent.
- From the second battle round onwards, score 4 victory points if you control an objective that was controlled by your opponent at the start of the turn.
The deployment map is in the official publication.
Avalanche of Ash
Battleplan 3 (Table 1)
Twist
If you are the underdog, you must use the following ability:
Declare: Pick each objective to be the targets. Then, pick 1 of the targets to be the focus.
Effect: Roll a dice for each target. Add 1 to the roll for each unit (friendly and enemy) that is contesting it. If the target is the focus, you can add 3 to or subtract 3 from the roll. On a 8+, remove the target from the battlefield.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
- Score 3 victory points if there is no more than 1 objective on the battlefield and you control a non-FACTION TERRAIN terrain feature within enemy territory.
- Score 7 victory points if there are no objectives on the battlefield and you control more non-FACTION TERRAIN terrain features than your opponent.
The deployment map is in the official publication.
Caverns of Slaughter
Battleplan 4 (Table 1)
Twist
If you are the underdog, you can use the ‘Shifting Passages’ ability. Both players can use the ‘Navigate the Tunnels’ ability.
Declare: Pick 2 non-FACTION TERRAIN terrain features to be the targets.
Effect: Remove all hidden passage tokens from the battlefield (if any). Then, give each target a hidden passage token.
Declare: Pick a friendly unit wholly within 6" of a terrain feature that has a hidden passage token to be the target.
Effect: Remove the target from the battlefield and set it up again wholly within 6" of a different terrain feature that has a hidden passage token and more than 9" from all enemy units.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control any pairs of objectives.
The deployment map is in the official publication.
What's Yours is Ours
Battleplan 5 (Table 1)
Twist
While the battle round number is odd, the pair of Golden Lions objectives is the coveted pair of objectives.
While the battle round number is even, the pair of Sun Seekers objectives is the coveted pair of objectives.
If you are the underdog, you can use the following ability:
Declare: Pick a pair of objectives to be the target.
Effect: For the rest of the battle round, the target is the coveted pair of objectives instead of the other pair of objectives.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control the coveted pair of objectives.
- Score 4 victory points if you control more objectives than your opponent.
The deployment map is in the official publication.
Warped Ruins
Battleplan 7 (Table 2)
Each non-FACTION TERRAIN terrain feature must be set up within 12" of at least 1 other non-FACTION TERRAIN terrain feature.
Twist
If you are the underdog, you must use the following ability:
Declare: If there are no flaming terrain features on the battlefield, pick a non‑FACTION TERRAIN terrain feature to be the target. Otherwise, pick a non‑Faction Terrain terrain feature that is not flaming and that is within 12" of a flaming terrain feature to be the target.
Effect: The target is flaming for the rest of the battle. Then, inflict D3 mortal damage on each unit (friendly and enemy) within 6" of any flaming terrain features.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control any pairs of objectives.
- Score 4 victory points if you control more objectives than your opponent.
The deployment map is in the official publication.
Curse of the Gnaw
Battleplan 8 (Table 2)
Twist
At the start of the battle, the instability level is 1. Each time either player uses the ‘Activate Place of Power’ ability, add 1 to the instability level, to a maximum of 6.
After deciding who will take the first turn, the underdog can use the following ability:
Declare: Pick an objective to be the target.
Effect: Inflict an amount of mortal damage on each unit (friendly and enemy) contesting the target equal to the instability level. Then, reset the instability level to 1.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control the Golden Lions objective.
- Score 3 victory points if you control the Sun Seekers objective.
- Score 4 victory points if you control more objectives than your opponent.
The deployment map is in the official publication.
Seize the Embers
Battleplan 9 (Table 2)
Twist
Both players can use the following abilities:
Declare: Pick a friendly unit that does not have an emberstone nugget and is contesting a Sun Seekers objective to be the target.
Effect: Give the target an emberstone nugget. If you are the underdog, the target can immediately move 6" but cannot end that move in combat. The target cannot use the ‘Back to Base Camp’ or ‘Power Through’ ability for the rest of the turn.
Declare: Pick a friendly unit that has an emberstone nugget, was not set up this turn and is contesting a Golden Lions objective to be the target.
Effect: Remove the target's emberstone nugget.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- In the first battle round, score 3 victory points if you control 2 or more objectives.
- From the second battle round onwards, score 3 victory points if you used the ‘Back to Base Camp’ ability this turn.
- Score 4 victory points if you control more objectives than your opponent.
The deployment map is in the official publication.
Treacherous Ground
Battleplan 10 (Table 2)
Twist
At the start of the battle, all objectives are stable.
Both players must use the ‘Tread Carefully’ ability. Then, from the second battle round onwards, if you are the underdog, you can use the ‘Violent Tremor’ ability.
Declare: Pick an objective within friendly territory to be the target.
Effect: The target is no longer stable.
Declare: Pick a pair of objectives to be the targets.
Effect: The stable target objective is no longer stable. The other target objective is stable instead.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 stable objective.
- Score 3 victory points if you control 2 or more stable objectives.
- Score 4 victory points if you control more stable objectives than your opponent.
The deployment map is in the official publication.
Escape From the Coast
Battleplan 11 (Table 2)
Twist
If you are the underdog, you can use the following ability:
Declare: Pick the Heldenhain or a Sun Seekers objective to be the target.
Effect: Remove the target from the battlefield.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
The deployment map is in the official publication.
Power of the Realms
Battleplan 12 (Table 2)
Twist
At the start of the battle, the Sun Seekers objective is the primary objective and the other objectives are secondary objectives.
If you are the underdog, you can use the following ability:
Declare: Pick a Place of Power you control to be the target.
Effect: Draw a straight line from the centre of the primary objective to the target. If that line crosses any secondary objectives, the first secondary objective that the line crosses is now the primary objective and all other objectives are now secondary objectives.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control the primary objective.
- Score 3 victory points if you control 2 or more secondary objectives.
- Score 4 victory points if you control more objectives than your opponent.
The deployment map is in the official publication.
Battle tactics cards
Blazing Onslaught
Ushered in with smoke and fire, the battle for control of a vital holdout begins in earnest.
At the start of the battle, after using all Deployment Phase abilities but before determining which player will take the first turn, your opponent must pick 1 non-FACTION TERRAIN terrain feature within their territory to be their hideout. The hideout cannot be removed from the battlefield at any point during the battle.
A successful invasion requires skill in all aspects of war.
You complete this battle tactic at the end of your turn if the same enemy unit had at least 1 damage point allocated to it in 3 different phases this turn.
The enemy cannot hide away for long…
You complete this battle tactic at the end of your turn if you control the enemy hideout.
Ensure that the only tales told of this battle are tales of your victory.
You complete this battle tactic at the end of your turn if 2 or more enemy units were destroyed this turn and you control the enemy hideout.
Burning for Vengeance
The enemy’s outrages merit brutal punishment. Track them down and run them to ground.
At the start of the battle, after using all Deployment Phase abilities but before determining which player will take the first turn, pick an enemy HERO on the battlefield or in reserve to be the fugitive for the rest of the battle.
Whether lava field, ash-plain or humid jungle, leave no corner unexplored.
You complete this battle tactic at the end of your turn if there is a different friendly unit wholly within each large quarter of the battlefield, those friendly units are more than 9" from the centre of the battlefield, and no more than 1 of those friendly units was set up this turn.
Having been spotted, time is running out for the fugitive.
You complete this battle tactic at the end of your turn if 1 of the following is true:
- There are 3 or more friendly units that are not in combat and are within 12" of the enemy fugitive.
- There is no enemy fugitive on the battlefield.
Dead or alive, the fugitive will pay for their actions.
You complete this battle tactic at the end of your turn if 1 of the following is true:
- There are 3 or more friendly units in combat with the enemy fugitive.
- There is no enemy fugitive on the battlefield and 3 or more friendly units are contesting the same objective that is wholly outside friendly territory.
Flanking Firestorm
The plan is simple: outflank and surround the enemy, and make sure not one of them escapes alive.
Encircle the foe as the flames of a conflagration encircle the doomed.
You complete this battle tactic at the end of your turn if 2 or more friendly units that were not set up this turn are each within 9" of a different corner of the battlefield and wholly outside friendly territory.
These lands are yours; force the enemy from them.
You complete this battle tactic at the end of your turn if there are more friendly units within enemy territory than enemy units and there is at least 1 friendly HERO wholly within enemy territory.
Send forth skirmishers to lie in wait for the enemy.
You complete this battle tactic at the end of your turn if 2 or more objectives or non-FACTION TERRAIN terrain features that you control, in any combination, are each contested by a different friendly unit that is more than 6" from friendly territory and was not set up this turn.
Legend of the Parch
As raging fire and death threatens to consume all, a hero will arise and a legend will be born.
The most respected warriors are those who willingly aid their allies.
You complete this battle tactic at the end of your turn if an enemy unit that was in combat at the start of the turn was destroyed by a combat attack made by a friendly unit that charged this turn.
Commanders must work in tandem to fuel the machine of war.
You complete this battle tactic at the end of your turn if there are 2 or more friendly HEROES on the battlefield, all friendly HEROES are within 9" of a visible enemy unit and no friendly HEROES were slain this turn.
To complete a grand quest is to see one’s name go down in the annals of history.
You complete this battle tactic at the end of your turn if you control an objective wholly outside your territory that you did not control at the start of the turn and a friendly HERO is contesting that objective.
Siege of Ashes
You have manned a stronghold barring the enemy’s path and will defend it to the death.
A good defence begins with solid foundations.
You complete this battle tactic at the end of your turn if 2 or more friendly units are wholly outside friendly territory, wholly within 6" of friendly territory and within 3" of each other.
A general must be precise as to where and when they assign reinforcements.
You complete this battle tactic at the end of your turn if you control an objective within enemy territory and that objective is contested by:
- At least 1 friendly unit that did not use a MOVE ability this turn
- At least 1 other friendly unit that charged this turn.
Unleash the fury within and scour the enemy from the field.
You complete this battle tactic at the end of your turn if there are 3 or more friendly units within 3" of the centre of the battlefield that are not in combat.
Smokescreen
Draw the foe in by feigning weakness, concealing your true strength amidst the smoke of battle until the right moment.
Keep your motives concealed and the enemy unaware of their role in your plans.
You complete this battle tactic at the end of your turn if you control an objective that is contested by at least 1 enemy unit.
Allowing the foe to have small victories keeps them distracted from the task at hand.
You complete this battle tactic at the end of your turn if more friendly units were destroyed this turn than enemy units.
Bring your plan to fruition and watch as the enemy army goes down in flames.
You complete this battle tactic at the end of your turn if you control each objective within enemy territory.
Rules
The Player's Code
Cardinal Rules
- Always be polite and respectful.
- Always tell the truth and never cheat.
Principles
- Arrive on time with all of the things you need to play the game.
- Give your opponent the chance to examine your dice rolls before picking up the dice.
- 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.
- Ask permission before touching any of your opponent’s miniatures.
- Offer your opponent a chance to examine your army roster before the battle starts.
- 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.
- Answer any questions your opponent has about your army and the rules that apply to your army.
- Never complain about your bad luck or your opponent’s good luck.
- Measure moves and distances carefully and accurately.
- Never fix the outcome of a game.
Matched Play Battlepack
1. Pick your Armies
Each player picks an army using the rules in Army Composition 2026-27 (Advanced Rules).
2. Determine the Battleplan
One player rolls a dice to determine which battleplan table to use. On a 1-3, use battleplan table 1. On a 4-6, use battleplan table 2. The other player then rolls a dice to determine the battleplan. Alternatively, feel free to pick the battleplan you wish to play.
Battleplan Table 1
D6 - Battleplan
1 - Into the Fire
2 - Bloodstained Coasts
3 - Avalanche of Ash
4 - Caverns of Slaughter
5 - What’s Yours is Ours
6 - Hidden Under Ash-clouds
Battleplan Table 2
D6 - Battleplan
1 Warped Ruins
2 Curse of the Gnaw
3 Seize the Embers
4 Treacherous Ground
5 Escape From the Coast
6 Power of the Realms
3. Set Up The Battlefield
Attacker and Defender
The players roll off. The winner chooses which player is the attacker and which is the defender.
Objectives and Terrain
This battlepack contains 6 special objectives called Aqshian objectives: 2 Sun Seekers objectives, 2 Golden Lions objectives, 1 Heldenhain objective and 1 Scions of the Comet objective. The objective itself is the 40mm- diameter circle located in the centre, while the surrounding area extending 3" from the objective is the control zone. To contest an Aqshian objective, a unit must be within the control zone of that objective.
Some battleplans will use more than 1 of the same type of Aqshian objective. For example, they could include 2 Sun Seekers objectives and/or 2 Golden Lions objectives. In these battleplans, the rules refer to 2 of the same type of objective as a pair or paired. When a rule requires a player to control a pair of objectives, the player has to control both objectives in that pair. When a player has to pick ‘a pair of objectives’, they can only pick a single pair of Aqshian objectives of the same type.
The defender sets up Aqshian objectives in the locations indicated on the battlefield map. The objectives must be those indicated on the battlefield map; for example, if the map shows a Heldenhain objective, the Heldenhain objective must be set up in that location.
Then, the defender sets up terrain features. We recommend 4 small and 4 medium terrain features. Each terrain feature must be set up more than 3" from the battlefield edge, more than 3" from all objectives and more than 6" from all other terrain features. Alternatively, the battlefield can be set up as shown on the corresponding battlefield terrain layout map while maintaining the distance restrictions between the battlefield edge, objectives and other terrain features as detailed above.
Territory
After objectives and terrain features have been set up, the attacker picks which territory is their territory. The other territory is the defender’s territory. The players then resolve the deployment phase. The attacker begins deployment (Core Rules, 10.0).
Battle Length
Battles that use this battlepack last for 5 battle rounds.
Glorious Victory
Each battleplan will describe how to score victory points. At the end of the battle, if one player has at least 5 victory points more than their opponent, they win a major victory. If one player has fewer than 5 victory points more than their opponent, they win a minor victory. If the players are tied on victory points, the player who completed the most battle tactics wins a minor victory. If the players are tied on victory points and completed the same number of battle tactics, the battle is a draw.
Battle Tactics
If you are using this battlepack, you must pick battle tactics cards from this battlepack to add to your army roster during army composition.
At the start of the battle, you must reveal your choice of battle tactics cards to your opponent. If the battle tactics cards instruct you to pick something, you must tell your opponent what you have picked and vice versa.
Advanced Rules
In addition to the Core Rules and the Season Rules 2026‑27, this battlepack uses the following Advanced Rules:
- Battle Tactics 2026-27
- Commands 2026-27
- Terrain 2026-27
- Magic 2026-27
- Army Composition 2026‑27
- Command Models 2026-27
Battlefield Size
The battleplans in this battlepack have been designed for 1000- or 2000-point battles and we recommend a 44" × 60" battlefield with 8 terrain features. However, some players prefer to use a 30" × 44" battlefield with 4 terrain features for 1000-point battles.
If you have agreed on a points limit outside these bounds, feel free to adjust the battlefield size and number of terrain features appropriately.
Aqshian Crusades
Introduction
Sometimes you might want to link together multiple battles in order to play a tournament or start a campaign. With the General’s Handbook 2026-27 battlepack, you can do this by launching an Aqshian Crusade.
An Aqshian Crusade is a set of battleplans that, when played in order, give your Matched Play experience a narrative spin. Whether you intend to play a single-day or weekend tournament or embark on a long-term campaign, there is a crusade for you! In an Aqshian Crusade, the same types of terrain are used for all games that would typically be played on the same day, and, in the case of two-day crusades, the battles that would usually be fought at the end of the first day have simpler twists (because even renowned tacticians need some downtime!).
Crusade Types
To launch an Aqshian Crusade, pick 1 of the following crusade types:
Crusade Type - Number of Games - Length
Ash Road Foray - 3 - 1 day
Firestorm Offensive - 5 - 2 days
Domination March - 12 - Ongoing campaign
Mapping the Warpath
Next, pick 1 of the pre-made Aqshian Crusades from the table below. Alternatively, if you’re feeling adventurous, you can mix and match battleplans to forge your own narrative.
Each pre-made crusade tells a different story, as summarised in the ‘Synopsis’ column. The ‘Battleplans’ column tells you which battleplans from the General’s Handbook 2026-27 battlepack each crusade uses and the order in which to play them. A battleplan’s number can be found at the top of its card.
Crusade Name - Crusade Type - Synopsis - Battleplans
The Heartblood Offensive - Ash Road Foray - Raiders from afar descend upon the frontier strongpoints of the Heartblood Sea. - 2,5, 11
The Long March - Ash Road Foray - An army is forced to traverse the hostile and fire-blasted wilds of the Parch to reach a safe haven. - 3, 4, 10
Seizure of the Everblaze Pass - Ash Road Foray - Forces battle for control of a vital realmgate in order to secure a route to the heart of the Great Parch - 1, 6, 12
The Scorched Coast Landings - Firestorm Offensive - A fleet lands on the coast of the Gnaw and heads deep inland to seize a realmgate and destroy their foes. - 2,5, 7, 6, 12
Godsworn Delve - Firestorm Offensive - An army pillages a long-buried Stormvault before fleeing to the coast with their cargo of precious treasures. - 3, 4, 9, 5, 11
Shield of Aqshy - Firestorm Offensive - Reinforcements rush into Agshy to help secure the front lines and prevent disaster. - 1, 6, 8, 4, 10
The Harrying of the Parch - Domination March - A great army rampages across the Great Parch, subduing its rivals and seizing control of the lands. - 1-12
Joint Crusades
Occasionally, crusading armies with a common cause might form temporary alliances or fractious coalitions. Joint Crusades are events for teams with an equal number of players whose armies are fighting alongside one another on an Aqshian Crusade.
Before starting a Joint Crusade, the event organiser picks a number of Aqshian Crusades of the same type equal to the number of players in a team divided by 2, rounding up. For instance, if there were 5 players in each team, they would pick 3 crusades. The same crusade can be picked more than once. The event organiser then numbers the crusades they picked (see ‘Preparing for Battle’). Battles will be fought using the battleplans in those Aqshian Crusades.
Rounds
A Joint Crusade comprises a number of rounds. We recommend 3 rounds for a 1-day event and 5 rounds for a 2-day event.
In each round, the teams are drawn against each other (either randomly or by using a format such as the Swiss system) and each player in a team is paired with a player in the team they are drawn against. The ‘Pairing Armies’ section contains an example method for pairing players.
Preparing For Battle
In the first round, the first two players from each team to be paired play the first battleplan in Aqshian Crusade 1, the next two play the first battleplan in Aqshian Crusade 2, and so on.
In the second round, the first two players from each team to be paired play the second battleplan in Aqshian Crusade 1, the next two play the second battleplan in Aqshian Crusade 2, and so on.
Repeat this sequence for each round. If there are more rounds than battleplans in an Aqshian Crusade, cycle through the battleplans in that crusade again from the beginning.
Pairing Armies
During a Joint Crusade, you will find that some players’ armies are better suited to certain battleplans than others. Your team must work together to ensure the right armies are fighting the right battles. To decide which armies will be fighting on which battleplan, follow these steps at the start of each round. We recommend writing the names of each army on your team on separate cards to create a hand of cards to use in this process.
1. Each team secretly picks 1 of the armies in their hand to be the guarding army for that battleplan. The guarding armies are then revealed simultaneously.
2. Each team presents 2 of their non-guarding armies to be prospective invading armies against the opposing team’s guarding army.
3. Each team picks 1 of the opposing team’s invading armies to be paired with their guarding army, revealing their choices simultaneously. The army that was not picked is returned to their team’s hand.
4. Repeat steps 1-3 until each team is left with either 1 or 2 unpaired armies in their hand.
- If each team has 2 unpaired armies left, follow step 1, then each team’s guarding army is automatically paired with the opposing team’s remaining army.
- If each team has 1 unpaired army left, those armies are automatically paired.
Glorious Alliance
At the end of each round, add up the victory points earned by all players on your team. The team with the highest total wins the round!
Matched Play Publications 2026-27
Introduction
As Warhammer Age of Sigmar continues to grow, naturally, we will continue to write rules for the game. However, when you are playing competitively, sometimes it’s hard to know which of these rules are ‘legal’ – in other words, which rules you can use in Matched Play battles. On this page, we’ve provided a handy at-a-glance list that shows you all the publications whose rules you are allowed to use in Matched Play battles.
Core
- Warhammer Age of Sigmar Core Book
- General’s Handbook 2026-27
- Warhammer Age of Sigmar Faction Packs
- Battle Profiles & Rules Updates
- Battletome publications, excluding Warhammer Legends rules
Battletomes
Throughout this edition of Warhammer Age of Sigmar, we will be releasing battletomes for each faction. Battletomes contain additional and/or updated faction rules, which include battle traits, battle formations and enhancements. When a battletome is released, it will supersede the rules set out in the Faction Pack for that faction.
Digital Updates
We sometimes release digital updates on warhammer-community.com. When we do, we will say whether that rules set is legal for use and, if so, in which types of battlepacks it can be used.
Battlescrolls
Battlescrolls are rules updates that focus on balancing the game meta more actively. Sometimes they are simply useful summaries of corrections that also appear in the relevant errata documents. At other times, they appear as sets of entirely new rules that, while not compulsory, are highly recommended for use in Matched Play battles. The rules in battlescrolls will always be used at official Warhammer Age of Sigmar events.
Errata
Periodically, we release errata documents for our publications that correct any errors. These include things like outright mistakes, rules that didn’t quite work the way we intended them to, and rules that have had an unforeseen and undesirable impact on the game meta. The errata documents are considered to be part of the publications that they are correcting, so we don’t list them separately here.
Season Rules 2026-27
When fighting battles using the General’s Handbook 2026-27 battlepack, both players can use the following abilities:
Effect: If you are the attacker, set your fury level to 1. If you are the defender, set your fury level to 2.
Declare: You must use this ability.
Effect: Gain a number of rage dice equal to your fury level. At the end of the battle round, any unspent rage dice are lost.
Declare:  Pick a friendly unit to use this ability, then pick an enemy unit in combat with that friendly unit to be the target.
Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3 rage dice. Resolve a number of combat attacks against the target using the melee weapon you picked equal to the number of rage dice you spent. Those attacks cannot score critical hits. Instead, for each unmodified hit roll of 6 for those attacks: • Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability. • Your opponent must increase their fury level by 1, to a maximum of 7. For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (ward rolls cannot be made for those damage points). Designer’s Note: *Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3* rage dice to use this ability, you only make 3 combat attacks.
Attack · Fight
Effect: Before allocating damage to a friendly unit, you can spend any number of rage dice. For each rage dice spent, reduce your fury level by 1, to a minimum of 0, then roll a dice. On a 3+, remove 1 damage point from that unit’s damage pool.
Battle Tactics 2026-27
1.0 Battle Tactics Overview
During a battle, each player can score extra victory points by completing battle tactics from a battle tactics card. You can pick up to 2 battle tactics cards for your army during army composition, and the battle tactics cards you pick must be marked on your army roster.
Before deployment, you must tell your opponent which battle tactics cards you have picked for your army.
Each battle tactics card has 3 battle tactics: 1 Affray battle tactic, 1 Strike battle tactic and 1 Domination battle tactic. You must complete the Affray battle tactic on that card before you can complete the Strike battle tactic on that card. Similarly, you must complete the Strike battle tactic on that card before you can complete the Domination battle tactic on that card.
You can complete 1 battle tactic on each of your battle tactics cards at the end of each of your turns, unless specified otherwise on that battle tactics card. If, at the end of your turn, you have met the conditions for completing a battle tactic and you can complete it, you must complete it.
2.0 Seizing the Initiative
If the player who went second in the previous battle round wins the priority roll and chooses to go first, unless their opponent is leading by 11 or more victory points, it is called seizing the initiative.
When a player seizes the initiative, their opponent always counts as the underdog until that opponent seizes the initiative.
A player who seizes the initiative cannot complete any battle tactics in that turn.
3.0 Completing Battle Tactics
If, at the end of your turn, you have completed a battle tactic as described above, you score the number of victory points shown for that battle tactic.
Battle Tactics Card 1 - Blazing Onslaught
At the start of the battle, after using all Deployment Phase abilities but before determining which player will take the first turn, your opponent must pick 1 non-FACTION TERRAIN terrain feature within their territory to be their hideout. The hideout cannot be removed from the battlefield at any point during the battle.
A successful invasion requires skill in all aspects of war.
You complete this battle tactic at the end of your turn if the same enemy unit had at least 1 damage point allocated to it in 3 different phases this turn.
The enemy cannot hide away for long…
You complete this battle tactic at the end of your turn if you control the enemy hideout.
Ensure that the only tales told of this battle are tales of your victory.
You complete this battle tactic at the end of your turn if 2 or more enemy units were destroyed this turn and you control the enemy hideout.
Lore
Ushered in with smoke and fire, the battle for control of a vital holdout begins in earnest.
Battle Tactics Card 2 - Siege of Ashes
A good defence begins with solid foundations.
You complete this battle tactic at the end of your turn if 2 or more friendly units are wholly outside friendly territory, wholly within 6" of friendly territory and within 3" of each other.
A general must be precise as to where and when they assign reinforcements.
You complete this battle tactic at the end of your turn if you control an objective within enemy territory and that objective is contested by:
- At least 1 friendly unit that did not use a MOVE ability this turn
- At least 1 other friendly unit that charged this turn.
Unleash the fury within and scour the enemy from the field.
You complete this battle tactic at the end of your turn if there are 3 or more friendly units within 3" of the centre of the battlefield that are not in combat.
Lore
You have manned a stronghold barring the enemy’s path and will defend it to the death.
Battle Tactics Card 3 - Flanking Firestorm
Send forth skirmishers to lie in wait for the enemy.
You complete this battle tactic at the end of your turn if 2 or more objectives or non-FACTION TERRAIN terrain features that you control, in any combination, are each contested by a different friendly unit that is more than 6" from friendly territory and was not set up this turn.
Encircle the foe as the flames of a conflagration encircle the doomed.
You complete this battle tactic at the end of your turn if 2 or more friendly units that were not set up this turn are each within 9" of a different corner of the battlefield and wholly outside friendly territory.
These lands are yours; force the enemy from them.
You complete this battle tactic at the end of your turn if there are more friendly units within enemy territory than enemy units and there is at least 1 friendly HERO wholly within enemy territory.
Lore
The plan is simple: outflank and surround the enemy, and make sure not one of them escapes alive.
Battle Tactics Card 4 - Smokescreen
Keep your motives concealed and the enemy unaware of their role in your plans.
You complete this battle tactic at the end of your turn if you control an objective that is contested by at least 1 enemy unit.
Allowing the foe to have small victories keeps them distracted from the task at hand.
You complete this battle tactic at the end of your turn if more friendly units were destroyed this turn than enemy units.
Bring your plan to fruition and watch as the enemy army goes down in flames.
You complete this battle tactic at the end of your turn if you control each objective within enemy territory.
Lore
Draw the foe in by feigning weakness, concealing your true strength amidst the smoke of battle until the right moment.
Battle Tactics Card 5 - Burning for Vengeance
At the start of the battle, after using all Deployment Phase abilities but before determining which player will take the first turn, pick an enemy HERO on the battlefield or in reserve to be the fugitive for the rest of the battle.
Whether lava field, ash-plain or humid jungle, leave no corner unexplored.
You complete this battle tactic at the end of your turn if there is a different friendly unit wholly within each large quarter of the battlefield, those friendly units are more than 9" from the centre of the battlefield, and no more than 1 of those friendly units was set up this turn.
Having been spotted, time is running out for the fugitive.
You complete this battle tactic at the end of your turn if 1 of the following is true:
- There are 3 or more friendly units that are not in combat and are within 12" of the enemy fugitive.
- There is no enemy fugitive on the battlefield.
Dead or alive, the fugitive will pay for their actions.
You complete this battle tactic at the end of your turn if 1 of the following is true:
- There are 3 or more friendly units in combat with the enemy fugitive.
- There is no enemy fugitive on the battlefield and 3 or more friendly units are contesting the same objective that is wholly outside friendly territory.
Lore
The enemy’s outrages merit brutal punishment. Track them down and run them to ground.
Battle Tactics Card 6 - Legend of the Parch
The most respected warriors are those who willingly aid their allies.
You complete this battle tactic at the end of your turn if an enemy unit that was in combat at the start of the turn was destroyed by a combat attack made by a friendly unit that charged this turn.
Commanders must work in tandem to fuel the machine of war.
You complete this battle tactic at the end of your turn if there are 2 or more friendly HEROES on the battlefield, all friendly HEROES are within 9" of a visible enemy unit and no friendly HEROES were slain this turn.
To complete a grand quest is to see one’s name go down in the annals of history.
You complete this battle tactic at the end of your turn if you control an objective wholly outside your territory that you did not control at the start of the turn and a friendly HERO is contesting that objective.
Lore
As raging fire and death threatens to consume all, a hero will arise and a legend will be born.
Battleplan Maps
Overview
The battleplan maps show the player territories and the locations where terrain and objectives should be placed on the battlefield.
Player Territories
Each battleplan map shows two territories: one red (Attacker’s Territory) and one blue (Defender’s Territory).
Objectives Locations
The locations of Aqshian objectives are indicated on the battleplan maps by the following icons.
Sun Seekers
Golden Lions
Heldenhain
Scions of the Comet
Each icon represents the Aqshian objective including its control zone. Where an objective icon is shown on the map, you must place the corresponding objective marker on the battlefield centred on the location of the objective icon shown on the map. For example, where the map shows a Heldenhain objective icon, place a Heldenhain objective on the battlefield in that location.
Terrain Locations
The terrain location icons show where terrain features should be set up and what type of terrain should be placed in each terrain location. The following key shows which terrain features correspond to which icons:
Battlefield Key
1. Cleansing Aqualith (M Place of Power)
2. Domicile Shell (S Obstacle)
3. Nexus Syphon (S Place of Power)
4. Wyldwood (M Obscuring Terrain)
5. Guardian Idol (S Obstacle)
6. Sun Seekers Objective (Aqshian Objective)
Battleplans 2026-27
Into the Fire
Battleplan 1 (Table 1)
Twist
Both players’ armies have the ‘Secure the Gateway’ ability. While you are the underdog, your army has the ‘Determined Defenders’ ability.
Effect: While you control the Place of Power wholly within friendly territory, friendly units’ melee weapons have Anti‑charge (+1 Rend) while they are contesting an objective you control.
Effect: Add 3 to the control scores of friendly units while they are wholly outside enemy territory.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
Bloodstained Coasts
Battleplan 2 (Table 1)
Twist
From the second battle round onwards, both players can use the following abilities:
Declare: Pick a friendly unit that charged this turn and has any emberstone slivers to be the target.
Effect: Pick 1 of the following effects to apply for the rest of the turn: •Add 1 to hit rolls for the target’s combat attacks. •Add 1 to wound rolls for the target’s combat attacks. Then, if you are the underdog, remove all of the target’s emberstone slivers. Otherwise, remove all emberstone slivers from each friendly unit.
Declare: Pick a friendly unit contesting an objective you control to be the target.
Effect: Give the target an emberstone sliver.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- In the first battle round, score 4 victory points if you control more objectives than your opponent.
- From the second battle round onwards, score 4 victory points if you control an objective that was controlled by your opponent at the start of the turn.
Avalanche of Ash
Battleplan 3 (Table 1)
Twist
If you are the underdog, you must use the following ability:
Declare: Pick each objective to be the targets. Then, pick 1 of the targets to be the focus.
Effect: Roll a dice for each target. Add 1 to the roll for each unit (friendly and enemy) that is contesting it. If the target is the focus, you can add 3 to or subtract 3 from the roll. On a 8+, remove the target from the battlefield.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
- Score 3 victory points if there is no more than 1 objective on the battlefield and you control a non-FACTION TERRAIN terrain feature within enemy territory.
- Score 7 victory points if there are no objectives on the battlefield and you control more non-FACTION TERRAIN terrain features than your opponent.
Caverns of Slaughter
Battleplan 4 (Table 1)
Twist
If you are the underdog, you can use the ‘Shifting Passages’ ability. Both players can use the ‘Navigate the Tunnels’ ability.
Declare: Pick 2 non-FACTION TERRAIN terrain features to be the targets.
Effect: Remove all hidden passage tokens from the battlefield (if any). Then, give each target a hidden passage token.
Declare: Pick a friendly unit wholly within 6" of a terrain feature that has a hidden passage token to be the target.
Effect: Remove the target from the battlefield and set it up again wholly within 6" of a different terrain feature that has a hidden passage token and more than 9" from all enemy units.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control any pairs of objectives.
What's Yours is Ours
Battleplan 5 (Table 1)
Twist
While the battle round number is odd, the pair of Golden Lions objectives is the coveted pair of objectives.
While the battle round number is even, the pair of Sun Seekers objectives is the coveted pair of objectives.
If you are the underdog, you can use the following ability:
Declare: Pick a pair of objectives to be the target.
Effect: For the rest of the battle round, the target is the coveted pair of objectives instead of the other pair of objectives.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control the coveted pair of objectives.
- Score 4 victory points if you control more objectives than your opponent.
Hidden Under Ash-Clouds
Battleplan 6 (Table 1)
Twist
At the start of each battle round, the underdog must pick whether or not the ash‑clouds are low-lying. If there is no underdog, the ash-clouds are low-lying.
The following passive ability applies this battle:
Effect: While the ash-clouds are low-lying: • Units, terrain features and MANIFESTATIONS cannot be set up in neutral territory. • Units, terrain features and MANIFESTATIONS cannot end a move within neutral territory unless they started that move wholly within neutral territory. • Models, terrain features and MANIFESTATIONS are not visible to other models more than 3" away unless a straight line can be drawn between any points on their bases that does not cross neutral territory.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
Warped Ruins
Battleplan 7 (Table 2)
Each non-FACTION TERRAIN terrain feature must be set up within 12" of at least 1 other non-FACTION TERRAIN terrain feature.
Twist
If you are the underdog, you must use the following ability:
Declare: If there are no flaming terrain features on the battlefield, pick a non‑FACTION TERRAIN terrain feature to be the target. Otherwise, pick a non‑Faction Terrain terrain feature that is not flaming and that is within 12" of a flaming terrain feature to be the target.
Effect: The target is flaming for the rest of the battle. Then, inflict D3 mortal damage on each unit (friendly and enemy) within 6" of any flaming terrain features.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control any pairs of objectives.
- Score 4 victory points if you control more objectives than your opponent.
Curse of the Gnaw
Battleplan 8 (Table 2)
Twist
At the start of the battle, the instability level is 1. Each time either player uses the ‘Activate Place of Power’ ability, add 1 to the instability level, to a maximum of 6.
After deciding who will take the first turn, the underdog can use the following ability:
Declare: Pick an objective to be the target.
Effect: Inflict an amount of mortal damage on each unit (friendly and enemy) contesting the target equal to the instability level. Then, reset the instability level to 1.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control the Golden Lions objective.
- Score 3 victory points if you control the Sun Seekers objective.
- Score 4 victory points if you control more objectives than your opponent.
Seize the Embers
Battleplan 9 (Table 2)
Twist
Both players can use the following abilities:
Declare: Pick a friendly unit that does not have an emberstone nugget and is contesting a Sun Seekers objective to be the target.
Effect: Give the target an emberstone nugget. If you are the underdog, the target can immediately move 6" but cannot end that move in combat. The target cannot use the ‘Back to Base Camp’ or ‘Power Through’ ability for the rest of the turn.
Declare: Pick a friendly unit that has an emberstone nugget, was not set up this turn and is contesting a Golden Lions objective to be the target.
Effect: Remove the target's emberstone nugget.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- In the first battle round, score 3 victory points if you control 2 or more objectives.
- From the second battle round onwards, score 3 victory points if you used the ‘Back to Base Camp’ ability this turn.
- Score 4 victory points if you control more objectives than your opponent.
Treacherous Ground
Battleplan 10 (Table 2)
Twist
At the start of the battle, all objectives are stable.
Both players must use the ‘Tread Carefully’ ability. Then, from the second battle round onwards, if you are the underdog, you can use the ‘Violent Tremor’ ability.
Declare: Pick an objective within friendly territory to be the target.
Effect: The target is no longer stable.
Declare: Pick a pair of objectives to be the targets.
Effect: The stable target objective is no longer stable. The other target objective is stable instead.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 stable objective.
- Score 3 victory points if you control 2 or more stable objectives.
- Score 4 victory points if you control more stable objectives than your opponent.
Escape From the Coast
Battleplan 11 (Table 2)
Twist
If you are the underdog, you can use the following ability:
Declare: Pick the Heldenhain or a Sun Seekers objective to be the target.
Effect: Remove the target from the battlefield.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control at least 1 objective.
- Score 3 victory points if you control 2 or more objectives.
- Score 4 victory points if you control more objectives than your opponent.
Power of the Realms
Battleplan 12 (Table 2)
Twist
At the start of the battle, the Sun Seekers objective is the primary objective and the other objectives are secondary objectives.
If you are the underdog, you can use the following ability:
Declare: Pick a Place of Power you control to be the target.
Effect: Draw a straight line from the centre of the primary objective to the target. If that line crosses any secondary objectives, the first secondary objective that the line crosses is now the primary objective and all other objectives are now secondary objectives.
Each player scores victory points at the end of each of their turns as follows:
- Score 3 victory points if you control the primary objective.
- Score 3 victory points if you control 2 or more secondary objectives.
- Score 4 victory points if you control more objectives than your opponent.
Addenda, Errata and FAQs
Errata
The following rules updates correct errors in order to clarify ambiguities and/or avoid unintended interactions.
Battle Tactics Card 3: Flanking Firestorm
In the Affray: Ambuscade battle tactic rule, replace ‘objectives or terrain features’ with ‘objectives or non-FACTION TERRAIN terrain features’.
Hidden Under Ash-Clouds
In the effect of ‘Rolling Ash-clouds’, in all bullet points change ‘ and MANIFESTATIONS’ to ‘, terrain features and MANIFESTATIONS’.
Frequently Asked Questions
In this series of questions and answers, the rules-writing team respond to players’ queries and explain how the rules are intended to be used.
*Q: In the ‘Hidden Under Ash-clouds’ battleplan, are the ash-clouds low-lying during the deployment phase?
A: Yes, as there is no underdog during the deployment phase.*
*Q: When applying the effect of ‘Fight Through the Pain’, are rage dice spent one at a time or all at once?
A: All at once.*
Q: When using ‘Eruption of Fury’, can I use a reaction to pick another unit to use a FIGHT ability immediately after?
A: No – while you can use reactions to ‘Eruption of Fury’, abilities that let you pick a unit to immediately use a FIGHT ability do not override the restrictions of the FIGHT ability. As a result, you cannot use them to have a unit fight outside the combat phase.
Q: Do STRIKE-FIRST or STRIKE-LAST have any effect when using ‘Eruption of Fury’?
A: No.
Q: How do manifestations and faction terrain interact with the new seasonal abilities?
A: Manifestations and faction terrain cannot use ‘Eruption of Fury’ or benefit from ‘Fight Through the Pain’, as they are not units. Enemy manifestations and faction terrain can only be targeted by ‘Eruption of Fury’ if they have a Move characteristic – the friendly unit will not be in combat with them in the End of Turn phase if they do not.
BATTLE TACTICS CARD 3: FLANKING FIRESTORM
Q: In Ambuscade, for a unit to be ‘more than 6" from friendly territory’, can any model in that unit be within 6" of friendly territory?
A: No.
BATTLE TACTICS CARD 5: LEGEND OF THE PARCH
Q: Can you score Command from the Front if a friendly HERO is in reserve?
A: No, as that HERO is not within 9" of an enemy unit.
BATTLEPLAN: SEIZE THE EMBERS
Q: In the Seize the Embers battleplan, can a unit bring an emberstone nugget into reserve?
A: Yes.