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New Prayers & Endless Spells Rules for AoS 3.0

endless-spells-aos-3.0 titleGW gave us a sneak peek at what the new AoS 3.0 Prayers and Endless Spells rules will be like in the new edition- check it out!

Warhammer Community just unveiled what to expect in the new rulebook, and how magic will cause more mayhem than ever! Everything we’ve seen about the new book is looking very easy to read and understand. Let’s hope how magic works keeps that trend going.

The other good news is, we already know the release date for the new edition and Dominion Starter box! Meaning these rules will be in your hands in just a few weeks.

Age of Sigmar new rulebookIs this really going to be the best ever? We’ll have to wait and see on that!

Let’s first take a look at the heroes and monsters’ rules, then get into the new stuff.

New AoS 3.0 Monsters & Heroes Rules Previewed

AoS 3.0 rulesThese are a totally new type of ability, used in each and every hero phase by both players (or all of them if you’re playing in a big multiplayer brawl). Heroic actions bring fresh tactical opportunities and keep the action flowing for everyone involved. These rules are different from command abilities – think of them as extra freebies.

This is a pretty cool new mechanic, especially if you play an army without wizards. Honestly, there are just so many spells, so being able to unbind one every turn is pretty nice. The only thing that makes us a little nervous is this could slow the game down a lot. They mention both people can do it in each player’s turn, meaning this could take a long time for people to decide on what to do and how to use these.  Well at least at first maybe?

AoS 3.0 rules 2With the updated rules in the new edition, it’s a little harder to decide if you want to go first after winning the priority roll, thanks to a bonus command point going to the player who goes second. You’ll still earn another point if your general is on the battlefield, bringing your total to either two or three points for most of the battle, before taking any other abilities into account. Those crucial command abilities are also more versatile. 

This is a nice little buff for going second and just gives the second player that little extra something.

AoS 3.0 rules 3Generals and Totems have a longer range than before, and units led by a champion don’t need a support Hero to escort them into battle for the buffs alone.

Adding the ability for unit champions to issue commands is pretty nice. On top of that, increasing the range of the generals makes sense and just gives you much more versatility.

Monster Rules

AoS 3.0 rules 4If you like your army to be suitably monstrous, you’re going to like this new edition too, as every single charge phase, each player’s Monsters can go on a monstrous rampage. We’re talking stomping on enemies, smashing terrain to ruins, roaring really loud – you know, all the classic monster stuff. If you have more than four monsters, you’ll have to be strategic about which of your vast horde you send on a monstrous rampage, as you can only carry out each ability once per phase. These rampages make Monster-heavy armies a lot of fun to play, and they’re potentially pretty catastrophic for your opponent. 

This is a fun little way to make your monsters scarier and much more effective. You can only use one of each in the charge phase, so pick wisely what you want certain monsters to do. They are all fairly useful, but dealing mortals or adding to your hit rolls will just make them that much better in combat.

New Prayers & Endless Spells Rules for AoS 3.0

endless spells rulesAll mobile endless spells are now moved at the end of each and every hero phase. That’s twice as often as before, which means they’re twice as lethal. Since they move in your opponent’s turn, you can set up problems they have to deal with right away, upsetting your foe’s plans and making them think on their feet. But you have to be careful – if any predatory endless spell moves too far away, or you summon too many, you might lose control of them. And you need to keep those wizards alive. You can’t control an endless spell if you’re dead!

With the spells moving double the amount, more chances to dispel them, and wizards controlling them, magic will have a bigger impact than ever before. Again, this is another element that could slow the game down. With everything that happens in both peoples’ turns, there looks like there may be more to remember than ever before.

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endless spells rules 3Players alternate picking wild spells to move, so if you have too many spells to control there’s a chance your opponent will use one of them against you. That might be a touch embarrassing if they, say, order a spare purple sun of Shyish to do an about turn and start tearing into your units.

With more spells than ever, there are also way more opportunities to banish them! Which is a good thing, because, hopefully, it will be harder for your opponent to just steamroll you with them.

Invocations

InvocationsInvocations work much as they did previously, with one important exception. Your opponent’s Priests can now attempt to banish them. This gives priests a really interesting place in your army as they can counter both invocations AND Endless spells, where Wizards can only counter spells. That also means magic-hating armies like the Disciples of Khorne are more capable at fending off sorcery.

Looks like you’ll have to start adding those priests to your army! We think this is a great change, because in armies without a ton of wizards, you can still fend off your enemy’s spells. So get those priests ready.

Priests

aos 3.0 prayer rulesFaith is also a powerful force in the Mortal Realms. In addition to being able to cast and banish invocations as well as endless spells, all Priests get two new prayers. These prayers give the sense that the gods are much closer to the action than before and the war of faith is happening at the same time as the physical battle. Plus, they’re great for buffing your army when your Priest’s other abilities are out of range, and they offer a brilliant bonus for armies that don’t have Wizards too. If you don’t currently include a Priest in your army, you might want to think about adding one to check your enemy’s invocations and give your key units a little more durability. 

Looks like not only will they be able to dispel all kinds of stuff, but they will also be able to deal damage and buff up your units. So if you don’t have any, you really should grab some!

Do you like the new rules? Are you excited about the new edition?

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About the Author: Travis Pasch